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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="Starfox" data-source="post: 6148144" data-attributes="member: 2303"><p>Please don't force me to repeat myself by repeating old arguments; a "warlord" that is a reskinned cleric with a very narrow selection of powers is not equivalent to a cleric in competence. It also lacks the style of a warlord. I cannot do cool wardlord-y things like organize a shield wall or group charge (or whatever). It is a lose/lose idea. Sure, we could create a lot of new "cleric" spells only available to the warlord variant of the clerics. In general I like class variants such as the like Pathfinder archetypes. I like archetypes, but in this case the gap between the two concepts that the "archetype" must gap just seems to wide.</p><p></p><p></p><p></p><p>The problem is not if I (or anyone else) can create a warlord. I can pull a new class for the games I know out of my head pretty easy. But that won't have any pull when I come to another DM's table. Having a class in the game rules will. Having a self-made option works when I DM, but not when I want to play one. And this is not a question of forcing a DM to accede to my class preferences - it is easy to ban one particular class if the Dm has an agenda. Many, many DM's don't, they just play the game as presented. That's why we call that the default. And I want the warlord and inspirational healing as a part of the default.</p><p></p><p>As an aside, having a warlord increases the DM's worldbuilding options. Without a warlord, you HAVE to have divine healing in your game, or make rather big changes to the basics of adventure construction, such as team endurance.</p><p></p><p>Finally, I was on your side of the argument about 4E - I had a problem with a lot of the 4E-isms you mention. But I see no reason why NEXT should be held responsible for 4E's mistakes. That something was bad in 4E is not a reason something else should be bad in Next. Every game should be the best the designer can make it. Anything else is plain silly.</p></blockquote><p></p>
[QUOTE="Starfox, post: 6148144, member: 2303"] Please don't force me to repeat myself by repeating old arguments; a "warlord" that is a reskinned cleric with a very narrow selection of powers is not equivalent to a cleric in competence. It also lacks the style of a warlord. I cannot do cool wardlord-y things like organize a shield wall or group charge (or whatever). It is a lose/lose idea. Sure, we could create a lot of new "cleric" spells only available to the warlord variant of the clerics. In general I like class variants such as the like Pathfinder archetypes. I like archetypes, but in this case the gap between the two concepts that the "archetype" must gap just seems to wide. The problem is not if I (or anyone else) can create a warlord. I can pull a new class for the games I know out of my head pretty easy. But that won't have any pull when I come to another DM's table. Having a class in the game rules will. Having a self-made option works when I DM, but not when I want to play one. And this is not a question of forcing a DM to accede to my class preferences - it is easy to ban one particular class if the Dm has an agenda. Many, many DM's don't, they just play the game as presented. That's why we call that the default. And I want the warlord and inspirational healing as a part of the default. As an aside, having a warlord increases the DM's worldbuilding options. Without a warlord, you HAVE to have divine healing in your game, or make rather big changes to the basics of adventure construction, such as team endurance. Finally, I was on your side of the argument about 4E - I had a problem with a lot of the 4E-isms you mention. But I see no reason why NEXT should be held responsible for 4E's mistakes. That something was bad in 4E is not a reason something else should be bad in Next. Every game should be the best the designer can make it. Anything else is plain silly. [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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