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Why we need Warlords in D&DN
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<blockquote data-quote="ferratus" data-source="post: 5778432" data-attributes="member: 55966"><p>I think that over these 10 pages, we've found that turning a Warlord into a sub-build of fighter is the compromise everyone can live with, and we're just arguing for the sake of arguing now. I think there is also a wide appetite for a character concept for those who want to be tacticians in D&D.</p><p></p><p>The issue of whether warlords can heal be solved by temporary hp and beefing him a bit so the party suffers less damage because he deals more damage. He could also grab a bit of controller so enemies are too intimidated, confused or suprised to strike. That requires less use of the undo button that is healing.</p><p></p><p>Temporary hp is no substitute for the permanent healing of a cleric, but if you have bards, wizards, and rangers pitching in on healing along with things such as "elvish medicine", alchemy, first aid and other forms of healing you should be able to get along without a cleric alright. </p><p></p><p>P.S. I would also like to speak to the comment further upthread about medieval soldiers not knowing anything about treating battlefield injuries. No. No and also no. That is extremely wrong. You don't fight in massive melees over a decade (and your family over centuries) without bothering to learn about treating injuries. While people were not blessed with our modern body of knowledge, they weren't stupid.</p><p></p><p>Now, not knowing about recovery is another barrel of fish, but it is kind of hard to know much about that when you don't know germ theory. Usually battlefield wounded were patched up alright, but ended up dying of infection.</p></blockquote><p></p>
[QUOTE="ferratus, post: 5778432, member: 55966"] I think that over these 10 pages, we've found that turning a Warlord into a sub-build of fighter is the compromise everyone can live with, and we're just arguing for the sake of arguing now. I think there is also a wide appetite for a character concept for those who want to be tacticians in D&D. The issue of whether warlords can heal be solved by temporary hp and beefing him a bit so the party suffers less damage because he deals more damage. He could also grab a bit of controller so enemies are too intimidated, confused or suprised to strike. That requires less use of the undo button that is healing. Temporary hp is no substitute for the permanent healing of a cleric, but if you have bards, wizards, and rangers pitching in on healing along with things such as "elvish medicine", alchemy, first aid and other forms of healing you should be able to get along without a cleric alright. P.S. I would also like to speak to the comment further upthread about medieval soldiers not knowing anything about treating battlefield injuries. No. No and also no. That is extremely wrong. You don't fight in massive melees over a decade (and your family over centuries) without bothering to learn about treating injuries. While people were not blessed with our modern body of knowledge, they weren't stupid. Now, not knowing about recovery is another barrel of fish, but it is kind of hard to know much about that when you don't know germ theory. Usually battlefield wounded were patched up alright, but ended up dying of infection. [/QUOTE]
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Why we need Warlords in D&DN
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