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What the warlord needs in 5e and how to make it happen.
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<blockquote data-quote="Tony Vargas" data-source="post: 7049028" data-attributes="member: 996"><p>Going back to the playtest, yes, it's a veritable mantra. </p><p></p><p> At this late date I don't think it's unreasonable to hope for something much better than a mere copy. Especially considering what 5e is like...</p><p></p><p> The rules for spellcasting in 5e actually were too different to allow a 5e port of the 3.5 Sorcerer, but they still made the attempt, keeping both the name and concept and adding a unique sub-system to help differentiate it. It may not have been the stunning success I'd still like to hope the 5e Warlord could be, but it's certainly better than writing off such an innovative 3e class.</p><p></p><p>5e's class design philosophy is very open. Almost anything (other than tight class balance, I suppose) is possible.</p><p></p><p> And they (and a number of other things, like Inspiring Leader, for instance), illustrate that there is nothing pernicious about the concept, nor mechanically impractical about implementing it.</p><p></p><p>Having seen a rudimentary maneuver system, morale- based hps (both temp & restored), instant non- magical healing, attack granting, etc, already working in the system, but clinging to the idea that a 5e can't build a better warlord is downright self contradictory.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7049028, member: 996"] Going back to the playtest, yes, it's a veritable mantra. At this late date I don't think it's unreasonable to hope for something much better than a mere copy. Especially considering what 5e is like... The rules for spellcasting in 5e actually were too different to allow a 5e port of the 3.5 Sorcerer, but they still made the attempt, keeping both the name and concept and adding a unique sub-system to help differentiate it. It may not have been the stunning success I'd still like to hope the 5e Warlord could be, but it's certainly better than writing off such an innovative 3e class. 5e's class design philosophy is very open. Almost anything (other than tight class balance, I suppose) is possible. And they (and a number of other things, like Inspiring Leader, for instance), illustrate that there is nothing pernicious about the concept, nor mechanically impractical about implementing it. Having seen a rudimentary maneuver system, morale- based hps (both temp & restored), instant non- magical healing, attack granting, etc, already working in the system, but clinging to the idea that a 5e can't build a better warlord is downright self contradictory. [/QUOTE]
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What the warlord needs in 5e and how to make it happen.
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