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What's a Warlord? Never heard of this class before.
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<blockquote data-quote="EzekielRaiden" data-source="post: 6757745" data-attributes="member: 6790260"><p>Since this question has come up a couple of times now, here's the answer I've given elsewhere. (Technically, the person also asked something equivalent to, "Does this class-archetype appear in other games, like Pathfinder?" but I figure the extra info can't hurt.)</p><p></p><p></p><p>As for whether it exists in 5e, that question is <strong>extremely hotly debated</strong>, and I think MelloRed's statements on the subject should be interpreted as his personal attitude, not an objective fact.</p><p></p><p>Some people think the Battlemaster is ample support for the archetype. Some people think it's strictly insufficient. Probably the only objective thing you can say about any of this stuff is that certain subclasses--Purple Dragon Knight (Fighter), Battlemaster (Fighter), Mastermind (Rogue), Valor (Bard)--contain at least one element similar to the 4e Warlord. The controversy, and the existence of this temporary subforum, is driven primarily by those who see these things as prodigious support (and thus find it onerous or even tendentious to ask for anything more), and those who see these things as meager/partial/piecemeal (and thus find it onerous or even tendentious to be told they're not allowed to have better).</p><p></p><p>Edit:</p><p>The (*) asterisk in the paragraph about what Warlords could do in 4e, and in summary point 6, is something I forgot to add to the original post. Basically, 4e had a mechanic which put a very hard limit on the total amount of healing a character could receive for a particular "adventuring day" (though, just like in 5e, an "adventuring day" need not be "one 24-hour period.") This mechanic was called "Healing Surges." Every character had a number of Healing Surges based on class and Con modifier; classes that were meant to take a beating (Fighters, Paladins, Barbarians, etc.) had a high base number, generally 8-10, while those that were fragile (Wizards, Rogues, Warlocks, etc.) had a comparatively low base number, generally 6-7. Spending a Healing Surge restored 25% of your hit points.</p><p></p><p>During combat, spending Healing Surges was difficult, and in general most characters could only use a single HS per combat by using a generic ability called "Second Wind." Classes that gave built-in support features, aka "Leader" classes (just a label to indicate "has default support features," not meant to describe personality or story), had features that allowed allies to spend Healing Surges during combat, usually with some extra HP added on, and sometimes with some other minor benefit. Even Healing Potions relied on the drinker spending a Healing Surge (and, like most forms of magical healing, also added some extra HP). If a character ran out of Surges, it was <em>very</em> difficult to heal them--not impossible, many classes got once-a-day powers that healed without requiring a Surge, but difficult and almost never repeatable. Pretty much, if somebody was out of Surges it meant the adventuring day needed to come to an end, because they were tapped out.</p><p></p><p>Basically: yes, a Warlord could restore HP, but not indefinitely. There was a hard limit on the amount of gumption a Warlord--or <em>anyone</em>--could draw out of an ally without the aid of powerful, and rare, magic.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6757745, member: 6790260"] Since this question has come up a couple of times now, here's the answer I've given elsewhere. (Technically, the person also asked something equivalent to, "Does this class-archetype appear in other games, like Pathfinder?" but I figure the extra info can't hurt.) As for whether it exists in 5e, that question is [B]extremely hotly debated[/B], and I think MelloRed's statements on the subject should be interpreted as his personal attitude, not an objective fact. Some people think the Battlemaster is ample support for the archetype. Some people think it's strictly insufficient. Probably the only objective thing you can say about any of this stuff is that certain subclasses--Purple Dragon Knight (Fighter), Battlemaster (Fighter), Mastermind (Rogue), Valor (Bard)--contain at least one element similar to the 4e Warlord. The controversy, and the existence of this temporary subforum, is driven primarily by those who see these things as prodigious support (and thus find it onerous or even tendentious to ask for anything more), and those who see these things as meager/partial/piecemeal (and thus find it onerous or even tendentious to be told they're not allowed to have better). Edit: The (*) asterisk in the paragraph about what Warlords could do in 4e, and in summary point 6, is something I forgot to add to the original post. Basically, 4e had a mechanic which put a very hard limit on the total amount of healing a character could receive for a particular "adventuring day" (though, just like in 5e, an "adventuring day" need not be "one 24-hour period.") This mechanic was called "Healing Surges." Every character had a number of Healing Surges based on class and Con modifier; classes that were meant to take a beating (Fighters, Paladins, Barbarians, etc.) had a high base number, generally 8-10, while those that were fragile (Wizards, Rogues, Warlocks, etc.) had a comparatively low base number, generally 6-7. Spending a Healing Surge restored 25% of your hit points. During combat, spending Healing Surges was difficult, and in general most characters could only use a single HS per combat by using a generic ability called "Second Wind." Classes that gave built-in support features, aka "Leader" classes (just a label to indicate "has default support features," not meant to describe personality or story), had features that allowed allies to spend Healing Surges during combat, usually with some extra HP added on, and sometimes with some other minor benefit. Even Healing Potions relied on the drinker spending a Healing Surge (and, like most forms of magical healing, also added some extra HP). If a character ran out of Surges, it was [I]very[/I] difficult to heal them--not impossible, many classes got once-a-day powers that healed without requiring a Surge, but difficult and almost never repeatable. Pretty much, if somebody was out of Surges it meant the adventuring day needed to come to an end, because they were tapped out. Basically: yes, a Warlord could restore HP, but not indefinitely. There was a hard limit on the amount of gumption a Warlord--or [I]anyone[/I]--could draw out of an ally without the aid of powerful, and rare, magic. [/QUOTE]
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