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*Pathfinder & Starfinder
Why we need Warlords in D&DN
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<blockquote data-quote="mlund" data-source="post: 5775624" data-attributes="member: 50304"><p>The Warlord is a must-include. He gives you a healing option even if you go with a low-to-no-magic setting. He represents how good inspiration and instruction can allow combatants to struggle on past what they believed was their limits. Intimidation, inspiration, and wise instruction can all increase a combatant's ability to avoid a fatal blow in combat.</p><p></p><p>IIRC, the idea of Hit Points as Physical Damage was dead in 1st Edition with the explanation that high-level fighter could not sustain the same amount of physical injury it would take to kill "4 large warhorses!" It really regained prominence with the original Dragonlance Trilogy, though. The main plot-device was that only Divine Magic could provide True Healing and the gods were gone so anyone claiming to have the power to spontaneously heal was obviously a charlatan.</p><p></p><p>Despite how many of us love Krynn it's not a good core model for D&D. We've got Druids and Rangers in AD&D dropping healing without gods. In 3rd Edition bards got their own spell lists with healing on them too. In 4E you have bards, druids, clerics, and now warlords. They all represent different ways of increasing survivability in the field.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 5775624, member: 50304"] The Warlord is a must-include. He gives you a healing option even if you go with a low-to-no-magic setting. He represents how good inspiration and instruction can allow combatants to struggle on past what they believed was their limits. Intimidation, inspiration, and wise instruction can all increase a combatant's ability to avoid a fatal blow in combat. IIRC, the idea of Hit Points as Physical Damage was dead in 1st Edition with the explanation that high-level fighter could not sustain the same amount of physical injury it would take to kill "4 large warhorses!" It really regained prominence with the original Dragonlance Trilogy, though. The main plot-device was that only Divine Magic could provide True Healing and the gods were gone so anyone claiming to have the power to spontaneously heal was obviously a charlatan. Despite how many of us love Krynn it's not a good core model for D&D. We've got Druids and Rangers in AD&D dropping healing without gods. In 3rd Edition bards got their own spell lists with healing on them too. In 4E you have bards, druids, clerics, and now warlords. They all represent different ways of increasing survivability in the field. - Marty Lund [/QUOTE]
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Why we need Warlords in D&DN
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