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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="Jester David" data-source="post: 6144219" data-attributes="member: 37579"><p>I said: </p><p><strong>Their premise was the martial leader. The structure of 4e mandated that all leaders heal, so they did. Just like healing was added to the very leader artificer. This just means healing was a part of their role not part of the class. If leaders do not need to heal, then neither does the warlord.</strong></p><p><strong></strong></p><p>This is a little silly. </p><p>All the leaders healed. So there's nothing uniquely warlordy about healing. And even some non-leaders healed, so you can't even say that healing is especially leaderish. What is unique to the warlord is granting actions to allies, moving allies around the battlefield, granting attacks, and the like. As well as all the mechanics based around strategy, tactics, and similar flavour. </p><p></p><p>So it's silly to argue that if you take a class comprised of mechanics and flavour unique to it, that can only be found in that class, and then add one of the most generic of generic mechanics (healing) that it will somehow be <em>more</em> like that unique class. Especially as to add that generic mechanic and remain balanced, you will have to strip out a unique mechanic. </p><p></p><p>Think about it. Seriously.</p><p>The base warlord can: grant movement, grant bonus damage, or grant an attack. What ability would you take away to add healing? What should warlords no longer be able to do so they can instead heal?</p><p></p><p></p><p>Which is still beside the point. </p><p></p><p>If someone <em>wants </em>to play a warlord great. All the power to them. There should be a class for them. </p><p></p><p>But the problem comes with mandating a healer be included in the game and then pushing someone to be a healer. If they don't want to play the healer then offering them the warlord instead of the cleric is not helping. If they're okay with playing the healer then you don't an alternative. And there are already three-odd core classes that can play the role of off-healer. </p><p>Reiterating: having a non-cleric alternate healer so people don't have to play the cleric does not help because it still means you're designing the game around having a healer. Quite simply, the solution to the problem of no one wanting to play a cleric is NOT adding more classes that do similar things. Instead, they should be designing the game so having a cleric is a perk and a healer is not required to play. Or options & modules should be provided to that same effect, so that parties without a healer have other healing options. </p><p></p><p>It's especially insulting when there are eight builds of the cleric right now and only three are focused on healing. More than half of the cleric options are not default healers. Why should warlords be cast into the role of healer when even the clerics are not?</p></blockquote><p></p>
[QUOTE="Jester David, post: 6144219, member: 37579"] I said: [B]Their premise was the martial leader. The structure of 4e mandated that all leaders heal, so they did. Just like healing was added to the very leader artificer. This just means healing was a part of their role not part of the class. If leaders do not need to heal, then neither does the warlord. [/B] This is a little silly. All the leaders healed. So there's nothing uniquely warlordy about healing. And even some non-leaders healed, so you can't even say that healing is especially leaderish. What is unique to the warlord is granting actions to allies, moving allies around the battlefield, granting attacks, and the like. As well as all the mechanics based around strategy, tactics, and similar flavour. So it's silly to argue that if you take a class comprised of mechanics and flavour unique to it, that can only be found in that class, and then add one of the most generic of generic mechanics (healing) that it will somehow be [I]more[/I] like that unique class. Especially as to add that generic mechanic and remain balanced, you will have to strip out a unique mechanic. Think about it. Seriously. The base warlord can: grant movement, grant bonus damage, or grant an attack. What ability would you take away to add healing? What should warlords no longer be able to do so they can instead heal? Which is still beside the point. If someone [I]wants [/I]to play a warlord great. All the power to them. There should be a class for them. But the problem comes with mandating a healer be included in the game and then pushing someone to be a healer. If they don't want to play the healer then offering them the warlord instead of the cleric is not helping. If they're okay with playing the healer then you don't an alternative. And there are already three-odd core classes that can play the role of off-healer. Reiterating: having a non-cleric alternate healer so people don't have to play the cleric does not help because it still means you're designing the game around having a healer. Quite simply, the solution to the problem of no one wanting to play a cleric is NOT adding more classes that do similar things. Instead, they should be designing the game so having a cleric is a perk and a healer is not required to play. Or options & modules should be provided to that same effect, so that parties without a healer have other healing options. It's especially insulting when there are eight builds of the cleric right now and only three are focused on healing. More than half of the cleric options are not default healers. Why should warlords be cast into the role of healer when even the clerics are not? [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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