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*Pathfinder & Starfinder
Why we need Warlords in D&DN
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<blockquote data-quote="Nivenus" data-source="post: 5777979" data-attributes="member: 71756"><p>After reading most of this thread, I think the idea of battle leaders and commanders who mostly act from the back lines is a strong enough concept to justify a warlord class. True, fighters can take some skills to improve their social skills, but as they stand they don't have any powers that directly involved commanding others.</p><p></p><p>That said, I think people are largely uncomfortable with the healing aspect of warlords. Right or wrong, this is a large part of the class's role and in fact the entire reason it was designed in the first place. And, right or wrong, most people tend to think of hit points as representing a person's health. It is, after all, based on constitution (which represents a person's physical endurance) and when they're out you fall unconscious or die.</p><p></p><p>I think a reasonable solution would be what many have suggested: turn warlords into a class that, rather than healing, grant temporary hit points. The end result is the same, but it more easily lends itself to the idea that warlords are improving characters' morale rather than simply healing them through the power of friendship, leadership, etc.</p><p></p><p>While I'm sure not everyone would be satisfied by that, I think a lot of people would be. Either that or you're going to have to do something about hit points that doesn't make them so implicitly linked to injury and death.</p></blockquote><p></p>
[QUOTE="Nivenus, post: 5777979, member: 71756"] After reading most of this thread, I think the idea of battle leaders and commanders who mostly act from the back lines is a strong enough concept to justify a warlord class. True, fighters can take some skills to improve their social skills, but as they stand they don't have any powers that directly involved commanding others. That said, I think people are largely uncomfortable with the healing aspect of warlords. Right or wrong, this is a large part of the class's role and in fact the entire reason it was designed in the first place. And, right or wrong, most people tend to think of hit points as representing a person's health. It is, after all, based on constitution (which represents a person's physical endurance) and when they're out you fall unconscious or die. I think a reasonable solution would be what many have suggested: turn warlords into a class that, rather than healing, grant temporary hit points. The end result is the same, but it more easily lends itself to the idea that warlords are improving characters' morale rather than simply healing them through the power of friendship, leadership, etc. While I'm sure not everyone would be satisfied by that, I think a lot of people would be. Either that or you're going to have to do something about hit points that doesn't make them so implicitly linked to injury and death. [/QUOTE]
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