Water, water everywhere, Nor any drop to drink

We really, really, really do not need new classes catering to niche playstyles. That's not do much a slippery slope as a sudden chasm. New classes should be very carefully added.
New classes are the surest and most reliable method to needlessly bloat up the game.
I agree.

However, if you build a modular "maneuver" fashion (like a caster's spells), then a new martial class can cover large amount of ground beyond support. Like control, defend, AoE, or utility (spell-less ranger). It can be the vehicle for every martial special effect you can find.

Except maybe damage. No need to step on the fighters toes. Which, if you ask me, is pretty niche.
 

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It's a range of playstyles and character concepts that was well-supported in one past edition, and which other prior editions had attempted to support, if with less success.
We went through that before. It wasn't "well supported". That play style was used to justify the existence of a class and then given lip support with half a page of rules buried in a book released over a year after launch.
It was never a goal, it was something they used to sell the need for the warlord. And it certainly was not "well-supported".
Magic was very much an assumption of the game. And pretty much always has been.

That's not 'niche,' it's a legitimate part of 5e's goals of supporting more playstyles, and being for fans of all editions - of re-uniting the fanbase.
And I could make that exact same claim about a dozen of other play styles.
Wuxia for one, based on Oriental Adventures, which was featured in 1e and 2e. Dark Fantasy, as demonstrated by Ravenloft being in 1e, 2e, and 3e. Or Gamma World. That's seen some love in 1-2e, 3rd party support in 3e, and the boxed sets in 4e. There could easily be a Gamma World class adding some sci-fi to the game.

I repeat: we DO NOT need a new class or two for every play style. It works better for everyone if they work that new combat into the existing classes.

They should, indeed. There's hardly a clear need for more neo-Vancian caster classes, for instance. How the class addresses the edition's goals, and what message it sends the fanbase are also important considerations, as 5e /is/ the edition conceived in response to the fanbase becoming so fragmented, even the appearance of excluding a faction is undesirable. (Undesirable for 5e and fans who are Ok with the fanbase re-uniting, obviously, not everyone is singing kumbaya...)
Judging by the sales and response to 5e, then that's mission accomplished. People have wholeheartedly embraced 5e.

Factions only exist on message boards. This "faction" is five or six dudes that post here. It exists solely on this subforum.

There's always room to expand the game, sure, even into vast new territories never explored. The Warlord, though, has already been a balanced, playable part of the game.
Balanced in 4e. But 4e balanced does not equal 5e balance. A lot of what worked then doesn't work now, just as what works in 5e would break 4e.

There's little mechanical/balance/'bloat' risk to reprising it for 5e, if done well
Sure there is. Any new addition leads to a little more bloat.

/You/ don't literally have to do the math, it's just a figure of speech, others have already done it for you, there have been a number of threads analyzing the DPR potential of the classes, for instance. It's not like the high DPR potential of multi-attacking is controversial, either.
I don't see how proving that the fighter is the king of single target damage means it cannot do anything else.
I'm not arguing that the fighter cannot DPR. I'm arguing that it's not just good for DPG, that you can build a useful and effective fighter that does more than DPR and might even be poor at DPR. And that variants for the class can easily be designed that encourage you to build alternate fighters that do other things than DPR. That the fighter framework is more flexible than you give it credit for.

The point remains that there's only 5 non-caster(non-supernatural to be more precise) sub-classes in the 5e PH, and that they cover very little ground. You have 3 tanky DPR and 2 DPR with a side of skill monkey. You seem to be trying to make a case for there being an low-DPR Tanky build, too, but it's not like that'd exactly blow things wide open, even if it were demonstrably viable. We've also left out that the Archery style is there with good Ranged DPR, especially with feats available. Whether we sum up what viable PC choices can contribute to their party without recourse to magical powers as "just DPR," or break it out into tanky DPR, opportunistic DPR w/skills, and ranged DPR, we're not really saying anything different.
And adding a new class that does DPR via other characters doesn't add anything new either. Still martial. Still DPR. Just different flavour to the DPR delivery method.

I didn't care much for playing Strikers in 4e, and the few 'martial' choices in 5e so far haven't done a good job of exiting that particular box, even if it is officially an informal box, now. So, I want a greater variety of viable/meaningful choices for martial concepts. I'd like that to come in a way that brings back archetypes, character concepts, play styles, and campaign styles supported in previous editions (admittedly, mostly the more recent editions - 3.x & 4e, Essentials is covered, and the classic game has evoked very effectively, indeed), and doing just that is very much in alignment(npi) with 5e's stated goals going back to the announcement of Next.
The Warlord is the obvious candidate for accomplishing some of that.
I could say that about ANY of the martial classes in 1e-4e. The warblade, the knight, the cavalier, the thief-acrobat.

The only really thing that differentiates the warlord from any other past edition class is that it was in a PHB. Nothing else makes it stand out. And the sole importance of it being in the PHB is only remotely relevant based on a single offhand comment made once by Mearls that is likely mis-remembered and likely being a rough goal and not hard benchmark. And you have to really stack on clarifies to say there's nothing like the warlord.
The battle master doesn't count because it can deal damage, the bard because it has spells, and the purple dragon knight because it's name starts with a "p" and only uses the term "warlord" once.
 

We went through that before.
We did. All you could come up with was want of a Martial Controller and XOMG, Inherent Bonuses were in the DMG2. All-martial parties worked in 4e, I played in some, even one that was entirely inadvertent, we just sat down at an Encounters table and had all happened to pick martial classes. The very idea of Sources neatly supported not just groups that wanted to play a given Source, but settings that focused on or excluded one. Low-/no-magic item campaigns worked fine with Inherent bonuses, your anecdotal frustration with enhancement bonuses not stacking with inherent ones (which would've been broken, and which theoretically obviated exactly 3 of the myriad items in the game, some of the time), notwithstanding.

I mean, you can claim D&D has never supported low-magic games, but it's been trying for a long time, 'low-magic' is party of the lingo and has been for a long time, and trying to show that 4e failed to do so would be fantastically difficult - it's something even other h4ters tended to agree on, along with 4e's obvious balance.


And I could make that exact same claim about a dozen of other play styles.
You could claim 5e doesn't support Space Opera, and should, because it once had the Spelljammer setting. You wouldn't even be completely wrong, though there's nothing much I can think of about that setting that you'd actually need to add classes to the game to resolve. Races, perhaps.

We DO NOT need a new class or two for every play style.
Also true. Spelljammer, above, wouldn't require a new class. Dark Sun is going to need the Mystic, at least.


Judging by the sales and response to 5e, then that's mission accomplished. People have wholeheartedly embraced 5e.
Happily so, but that does not prove, by fallacious appeal to popularity, that it's done all it can or can't be improved.

Balanced in 4e. But 4e balanced does not equal 5e balance.
5e balance is much looser and easier to design within.

A lot of what worked then doesn't work now, just as what works in 5e would break 4e.
Sure, almost anything from 5e would shatter 4e's neat balance. The reverse isn't true, things from 4e would tend to be pretty innocuous in 5e. Of course, that's assuming minimal translation, obvious +1/2 level bonuses to anything would break 5e like glass, but 5e already has a bonus progression use instead.

Sure there is. Any new addition leads to a little more bloat.
At the current pace of publication, that might become an issue in the 2030s.

I don't see how proving that the fighter is the king of single target damage means it cannot do anything else.
What else does it do at all well?

I'm not arguing that the fighter cannot DPR. I'm arguing that it's not just good for, that you can build a useful and effective fighter that does more than DPR
You can, but his usefulness and effectiveness come primarily from contributing DPR to his party's success. That he also has a background as a basketweaver, or gets a +1 to roll to bend iron bard, just doesn't measure up.

and might even be poor at DPR.
Not so much. You can design a tanky fighter with merely good DPR instead of fantastic DPR, throwing away the good DPR doesn't net you anything.

And that variants for the class can easily be designed that encourage you to build alternate fighters that do other things than DPR. That the fighter framework is more flexible than you give it credit for.
It's easy to see what fighter archetype can do, and other, fairly limited and minor things, in addition to DPR are on the table. Instead of DPR relies on hypothetically just undermining features for no gain. That's the problem, that the class itself, before sub-class goodies, is invested in Extra Attack & Action Surge (among other things), that naturally make it a solid-DPR class, unless the archetype adds directly to that, or at least dovetails with it, it's not going to be viable.

And adding a new class that does DPR via other characters doesn't add anything new either.
That's like saying the Cleric doesn't add anything because it has Flame Strike, and the Wizard already has Fireball. Every class can contribute DPR, in some way, some of the time, using some option or resource. It'd be odd if the Warlord didn't. He just can't be tied down to it the degree the fighter is.

I could say that about ANY of the martial classes in 1e-4e. The warblade, the knight, the cavalier, the thief-acrobat.
The Knight (3e or Essentials) was a low-grade attempt at a defender, a fighter with Protection Style and maybe some feats wouldn't do it a grave injustice. There wasn't much to the original Cavalier, it was restricted to certain weapons, that it was crazy-good with, wore heavy armor, and fought from horseback. The Thief-Acrobat was a proto-prc-like oddity, an artifact of the lack of skill rules in 1e, I doubt a Rogue (Thief) with Expertise in Acrobatics would fall far short of it, though I can't say I remember it well.

OTOH, Something akin to the Warblade would be a great addition to 5e, especially if it could be finagled to also bring some of the 3.5 Fighter's customizeability with it, and/or could be implemented as a master of maneuvers exploring more of the potential of that sub-system than the surface scratched by the BM. Wedging the (3e, not Essentials) Scout in somewhere wouldn't be a bad idea at all, either.

The only really thing that differentiates the warlord from any other past edition class is that it was in a PHB.
And it was an adequate primary-support character, which no martial character before or since has been. It was the reason you could easily have all-martial parties in 4e.
 

Spells don't dictate how you have to feel toward the caster of the spell, with a few rare exceptions (charm, fear) whose entire purpose is to change those feelings. Because they are, yes, maaaaaagic.

<snip>

How do you think Bless works, or should work in a perfect game?
Well, in 3E it grants a morale bonus - which looks to me like it involves a change in feelings (feelings of fear vs courage).

In AD&D it was a Conjuration/Summoning effect. It's not 100% clear what is being conjured, but probably some sort of divine essence or holy spirit - which raises the question of how the paladin of Bahamut becomes infused and enhanced by the spirit of Wee Jas (or vice versa).

In 5e it is an Enchantment effect - much like Charm and Fear tend to be enchantment effects. According to p 80 of the Basic PDF, "Enchantment spells affect the minds of others, influencing or controlling their behavior." So it seems to me that Bless works by calling upon the divine presence or spirit to influence other PCs - namely, by inspiring them!

I don't how many groups find that intra-party mind control to be a problem, but it seems to me to be a pretty clear feature of the ruleset.

not everyone's song contains (magical!) echoes of the music of creation. "True bards" are rare, remember. An ordinary song would just be a nice melody, without the echoes of power behind it.

Well again, the in-world explanation is that "true clerics" are rare.

But in a party that didn't have a cleric or paladin, I could see allowing it to happen if it fit the story. It could be a great twist. But whether that would be fun or game-breaking would vary a great deal from table to table and game to game, so it's probably best not to try to write a rule for it. It would be up to the DM to judge the individual situation.

<snip>

The problem is, that concept comes with the literary (and to some extent, real-world) baggage of the expectation that the one who inspires and motivates is looked up to, respected, and more often than not, named as the leader of whatever group they happen to be in.
If "true bards" are rare - and are a distinct class (so that it is not possible, say, to have a PC who is both a true bard and the best of all mortal warriors, which is possible, I think, in Nordic and Finnish myth); and if "true clerics" are rare, and don't generally carry the baggage that is carried in actual tales of the saints and hermits and paladins who are the sources of the archetype; then I don't see why "true leaders" can't equally be a part of the game, who don't carry all the literary baggage and possibilities (eg like true bards, the class mechanics preclude them being the greatest of all mortal warriors, which is reserved for fighters and maybe barbarians; and unlike some of their literary counterparts, their leadership is a matter of pluck, spirit and respect rather than literal authority as is enjoyed by (say) King Arthure).

Not everyone would like that class, obviously. But then not everyone likes bards, or paladins, or warlocks, or other classes that bring a reasonable degree of flavour along with them.

Another great revelation! Well said.
I'm missing the point of the snark. Are you agreeing that a 1st level cleric blessing a 20th level paladin; or a 1st level bard inspirnig a 20th level wizard; is implausible?

If so, why do you think the 1st level warlord inspiring the 20th level fighter raises any special new problem? These are all just instances of the sorts of corner-cases to which a class/level system can give rise, especially in a mixed-level party.
 

We went through that before. . . .
< snip >
The only really thing that differentiates the warlord from any other past edition class is that it was in a PHB. Nothing else makes it stand out. And . . . < snip >

Re: "Nothing else makes it stand out": hasn't [MENTION=6696971]Manbearcat[/MENTION] stated (months ago, in a different thread), that he created a lot of NPCs using the Warlord class -- almost always the LazyLord -- and it was such a perfect fit for what he wanted the NPCs to do that it constituted a distinct improvement over any other way of creating those NPCs? (I don't have a link, sorry.)

If that was really turn, then there's another thing that makes the Warlord class stand out; so your statement that its being in a PHB is the only "really" thing that does is simply false.
 

Re: "Nothing else makes it stand out": hasn't [MENTION=6696971]Manbearcat[/MENTION] stated (months ago, in a different thread), that he created a lot of NPCs using the Warlord class -- almost always the LazyLord -- and it was such a perfect fit for what he wanted the NPCs to do that it constituted a distinct improvement over any other way of creating those NPCs? (I don't have a link, sorry.)

If that was really turn, then there's another thing that makes the Warlord class stand out; so your statement that its being in a PHB is the only "really" thing that does is simply false.
The warlord isn't the only class with unique mechanics.
From what you say, the poster wanted a bunch of NPCs that acted like a lazylord warlord and so he took inspiration from the warlord class. Great. But I could say that about literally any other class. If I really want NPCs that play and act like, oh, a factorum or archivist or wu-jen then using those classes for the mechanics is the way to go.

The warlord doesn't stand out in that regard.
 

It isn't a matter of "unique mechanics."

The Warlord does stand out in the sense that it creates a certain kind of character that no other class does as well. In that sense, it stands out from all them for that purpose.

Re: "But I could say that about literally any other class." Yes, and each of them stands out in its own way.
The Fighter stands out in terms of dealing more damage than any other class. The Wizard stands out in terms of being more flexible across the course of an adventure than any other class. Each class has to stand out in some way, or there's no point in having it.

The concept of "standing out" isn't about being totally unlike all other classes. They all have the same Proficiency progression, for one example. There are others respects in which the classes are alike; but they each have to be sufficiently dissimilar from the rest of the classes in enough ways to inspire some players to want to play that class instead of some other class -- and that "sufficient dissimilarity" is enough to make whichever class is being considered stand out in the mind of any player who is considering it.
 
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It isn't a matter of "unique mechanics."

The Warlord does stand out in the sense that it creates a certain kind of character that no other class does as well. In that sense, it stands out from all them for that purpose.

Re: "But I could say that about literally any other class." Yes, and each of them stands out in its own way.
The Fighter stands out in terms of dealing more damage than any other class. The Wizard stands out in terms of being more flexible across the course of an adventure than any other class. Each class has to stand out in some way, or there's no point in having it.

The concept of "standing out" isn't about being totally unlike all other classes. They all have the same Proficiency progression, for one example. There are others respects in which the classes are alike; but they each have to be sufficiently dissimilar from the rest of the classes in enough ways to inspire some players to want to play that class instead of some other class -- and that "sufficient dissimilarity" is enough to make whichever class is being considered stand out in the mind of any player who is considering it.
But, again, that could be said about dozens of classes that all enable a different style of play, for either the campaign or the player. An alchemist, a shapechanger, engineer, shaman, witch doctor, death knight, witch, gunslinger, cavalier, etc, etc, etc. All of which can do something different than the existing classes and bring something new to the game that cannot perfectly be emulated by an existing class.

Sure, you could make a shaman as a druid circle, a witch as a variant wizard school, and the like. But there'll always be some class features of the base class that seem inappropriate and some mechanics that there's just not enough room for with the limited design space of a subclass.

But we really don't need two dozen classes in the game. It's never been good and always leads to bloat. We could add one or two and probably be fine, but everyone has their personal favourite and preference for an added class which can be justified in some way.
 

But we really don't need two dozen classes in the game. It's never been good and always leads to bloat. We could add one or two and probably be fine, but everyone has their personal favourite and preference for an added class which can be justified in some way.

Read more: http://www.enworld.org/forum/showth...re-Nor-any-drop-to-drink/page40#ixzz40l8lGb5j

I think it might be fairer to say that you don't need two dozen classes in the game.

I'm not sure that adding classes was a major factor in bloat to be honest. Although, I can certainly see where you're coming from. But, since "everyone has their personal favourite" then adding classes is obviously something people would like to see.

I mean, we're already getting the Mystic class, so, new classes ARE coming. That's a fact. We can slow down the process and make sure that whatever comes out fits best with the game - which is what they're doing with the Mystic. A two year (or thereabouts) public playtest of a new class? Wow. That's impressive as all get out. I'm not sure why they won't release a warlord under the same standard.

Well, actually, I have my suspicions as to why they won't do it. Either it's far less popular than I think it is, thus there's just no demand. Or, they're worried about the backlash similar to what we're seeing right here on En World. Discussions of a new class had to be ghetto'd off into it's own little corner because people just couldn't accept the idea of other people talking about a game mechanic that they don't like and spent countless hours and days endlessly threadcrapping every single conversation in an attempt to derail it.

I know which version my gut tells me is true. :/ Unfortunately.
 

Warlord was rates slightly above psion as a wanted class.
However, we have a few sub-warlords, and we have no psion so it's fair for them to focus on that next.

Though I do agree that making just a warlord class would be a bad idea. There's room for much more concepts to come together under a single class.
 

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