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Which classes would you like to see added to D&D 5e, if any? (check all that apply)
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<blockquote data-quote="Jester David" data-source="post: 7322938" data-attributes="member: 37579"><p>From the PHB 1, only half the At-wills grant an action. 2 of the 4 level 1 Encounters grant action. Kinda. Leaf on the Wind just allows you to swap places. Of the level 1 Dailies, only one grants movement and the rest are just bonuses. Only a quarter of the Level 2 Utilises grant movement. One of the L3 Encounters grants movement, none of the Level 5 Dailies, none of the level 6 Utilities, only 1 of the level 7 Encounters. </p><p>Etc.</p><p></p><p>It goes on like that. Less than half of the base Warlord powers grant an attack or movement or action. It would be very, very easy to build a warlord that focused on either restoring hp or granting bonuses to attack and defences rather than granting actions. The focus on attack granting and the lazylord concept came much later. </p><p> </p><p></p><p>First, this still assumes healing is required. It's not. I've seen several parties with no dedicated healer work just fine. You just rest more. </p><p>Second, if you don't want to slow the pace of adventuring, the solution isn't patching the game via the class, but changing how healing works. There's lots of options in the DMG for increasing healing without mandating someone play a particular class. Mandating class choices is a step backwards in the design of the edition. </p><p></p><p>You shouldn't add classes when tweaking the tone and assumptions of the game. You should add optional rules and tweak the game system. </p><p>And there's no reason to limit the design of the warlord to fit that niche of the healer, making so it does fewer warlordy things that only a warlord could do in order to make room in the class features for mandated healing. It should stand on its own as its own class rather than propping up a play style. It's sacrificing the concept of the class in order to fit the design of a previous edition.</p><p></p><p></p><p>That's fine. I have no problems in theory. </p><p>But healing is the <em>least</em> of that. With Hit Dice and liberal use of potions or short rests, you can get around without a dedicated healer. Especially with an optional second wind self-healing mechanic. </p><p></p><p>The larger problem is working around things like the need for <em>lesser restoration</em> and <em>greater restoration</em> and <em>raise dead</em>. Dealing with diseases and curses and being reduced to 1 Intelligence by an intellect devourer or suffering from mummy rot or facing lycanthrope. That's when not having a cleric or druid or bard or divine soul sorcerer is problematic. Even with fast non-magical healing, magic is often still required for much of the game.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7322938, member: 37579"] From the PHB 1, only half the At-wills grant an action. 2 of the 4 level 1 Encounters grant action. Kinda. Leaf on the Wind just allows you to swap places. Of the level 1 Dailies, only one grants movement and the rest are just bonuses. Only a quarter of the Level 2 Utilises grant movement. One of the L3 Encounters grants movement, none of the Level 5 Dailies, none of the level 6 Utilities, only 1 of the level 7 Encounters. Etc. It goes on like that. Less than half of the base Warlord powers grant an attack or movement or action. It would be very, very easy to build a warlord that focused on either restoring hp or granting bonuses to attack and defences rather than granting actions. The focus on attack granting and the lazylord concept came much later. First, this still assumes healing is required. It's not. I've seen several parties with no dedicated healer work just fine. You just rest more. Second, if you don't want to slow the pace of adventuring, the solution isn't patching the game via the class, but changing how healing works. There's lots of options in the DMG for increasing healing without mandating someone play a particular class. Mandating class choices is a step backwards in the design of the edition. You shouldn't add classes when tweaking the tone and assumptions of the game. You should add optional rules and tweak the game system. And there's no reason to limit the design of the warlord to fit that niche of the healer, making so it does fewer warlordy things that only a warlord could do in order to make room in the class features for mandated healing. It should stand on its own as its own class rather than propping up a play style. It's sacrificing the concept of the class in order to fit the design of a previous edition. That's fine. I have no problems in theory. But healing is the [I]least[/I] of that. With Hit Dice and liberal use of potions or short rests, you can get around without a dedicated healer. Especially with an optional second wind self-healing mechanic. The larger problem is working around things like the need for [I]lesser restoration[/I] and [I]greater restoration[/I] and [I]raise dead[/I]. Dealing with diseases and curses and being reduced to 1 Intelligence by an intellect devourer or suffering from mummy rot or facing lycanthrope. That's when not having a cleric or druid or bard or divine soul sorcerer is problematic. Even with fast non-magical healing, magic is often still required for much of the game. [/QUOTE]
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General Tabletop Discussion
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Which classes would you like to see added to D&D 5e, if any? (check all that apply)
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