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General Tabletop Discussion
*Pathfinder & Starfinder
Why we need Warlords in D&DN
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<blockquote data-quote="SensoryThought" data-source="post: 5777993" data-attributes="member: 6687996"><p>I like the warlord. I think a lot of the controversy and disagreement comes back to whether you as a player/DM like the 4e concept of roles- defender/striker/leader/controller which really was taken from the mmo tank/dps/heals/cc model. </p><p></p><p>I like having a group where people each have a role and a time to shine but I appreciate there are a LOT of people who (a) want their character to do everything or (b) not feel restricted to need to fill a group of 4 with one person of each role. I have had issues with (b) in my game but making healing potions very prevalent or reducing monster spike damage can deal with lack of a healer or tank. </p><p></p><p>The bigger problem I see for d&dn is that the greater you allow for everyone to play 'their way' via modules or whatever, the greater the intrinsic complexity of the game. If 'classic 4e' classes were too hard to bring in new players and required premade essentials templates, how do they expect to make an easy system that allows each group to choose a variety of class and multiclass options, vancian magic or not, and the idea of roles.</p></blockquote><p></p>
[QUOTE="SensoryThought, post: 5777993, member: 6687996"] I like the warlord. I think a lot of the controversy and disagreement comes back to whether you as a player/DM like the 4e concept of roles- defender/striker/leader/controller which really was taken from the mmo tank/dps/heals/cc model. I like having a group where people each have a role and a time to shine but I appreciate there are a LOT of people who (a) want their character to do everything or (b) not feel restricted to need to fill a group of 4 with one person of each role. I have had issues with (b) in my game but making healing potions very prevalent or reducing monster spike damage can deal with lack of a healer or tank. The bigger problem I see for d&dn is that the greater you allow for everyone to play 'their way' via modules or whatever, the greater the intrinsic complexity of the game. If 'classic 4e' classes were too hard to bring in new players and required premade essentials templates, how do they expect to make an easy system that allows each group to choose a variety of class and multiclass options, vancian magic or not, and the idea of roles. [/QUOTE]
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Why we need Warlords in D&DN
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