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Yes, No, Warlord
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<blockquote data-quote="pemerton" data-source="post: 6718210" data-attributes="member: 42582"><p>I think the difference between the warlord and the illusionist (or assassin) is pretty straightforward. I've not seen any illusionist fan starting a thread saying that they think the 5e illusionist sub-class of wizard doesn't do the job (likewise for assassins and rogues). Whereas I've seen plenty of warlord fans stating that they think the battlemaster sub-class of fighter doesn't do the job.</p><p></p><p>And that's the only difference that's required. D&D is a leisure activity. People play it for fun. If there is an option that they think would be fun, that has been part of the game in the past, and whose presence would be quite consistent with the rest of the game's framework, then that is sufficient reason for, in principle, introducing that option. (In practice there are development and publishing costs, and also marketing issues. But those don't bear on the questions of principled design.)</p><p></p><p>When it comes to the warlord, part of the rationale of the class is that it can provide healing - including in-combat, bring-back-allies-from-the-brink-of-death healing - more or less on a par with a cleric or other magical healer. Given that including such an option in 5e would be quite consistent with the rest of the game's framework, <em>that people want it</em> is a sufficient in-principle reason for including it.</p><p></p><p>If people wanted stand-alone illusionist or assassins, that would settle that question too. But I've not seen any evidence that they do.</p><p></p><p>As [MENTION=59506]El Mahdi[/MENTION] has stated, this is underpowered. (Because HD in 5e don't play the same functional role as surges in 4e.)</p><p></p><p></p><p>I've talked about this in some of the other threads.</p><p></p><p>If you think of human endeavour and commitment in very individualist terms, then the warlord will seem silly. In Conan-esque fantasy, for instance, only weak and secondary characters (NPCs, in roleplaying terms) benefit from inspirational leadership. The true heroes carry all their capabilities within themselves.</p><p></p><p>If you think of human endeavour and commitment in more relational terms, then the warlord will seem essential. In Tolkien-esque fantasy, for instance, the protagonists are not fully self-contained. They have needs - for reassurance, or inspiration - that only others can provide. Applying this perspective to warlord healing, the beneficiary of that healing can't draw upon reserves of stamina until his/her friend and ally calls upon him/her to do so.</p><p></p><p>(Not far upthread [MENTION=59506]El Mahdi[/MENTION] gives a more bio-medico-psyhcological account of inspirational healing. Personally I prefer to think of it in literary/archetypical terms, but that's just me.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6718210, member: 42582"] I think the difference between the warlord and the illusionist (or assassin) is pretty straightforward. I've not seen any illusionist fan starting a thread saying that they think the 5e illusionist sub-class of wizard doesn't do the job (likewise for assassins and rogues). Whereas I've seen plenty of warlord fans stating that they think the battlemaster sub-class of fighter doesn't do the job. And that's the only difference that's required. D&D is a leisure activity. People play it for fun. If there is an option that they think would be fun, that has been part of the game in the past, and whose presence would be quite consistent with the rest of the game's framework, then that is sufficient reason for, in principle, introducing that option. (In practice there are development and publishing costs, and also marketing issues. But those don't bear on the questions of principled design.) When it comes to the warlord, part of the rationale of the class is that it can provide healing - including in-combat, bring-back-allies-from-the-brink-of-death healing - more or less on a par with a cleric or other magical healer. Given that including such an option in 5e would be quite consistent with the rest of the game's framework, [I]that people want it[/I] is a sufficient in-principle reason for including it. If people wanted stand-alone illusionist or assassins, that would settle that question too. But I've not seen any evidence that they do. As [MENTION=59506]El Mahdi[/MENTION] has stated, this is underpowered. (Because HD in 5e don't play the same functional role as surges in 4e.) I've talked about this in some of the other threads. If you think of human endeavour and commitment in very individualist terms, then the warlord will seem silly. In Conan-esque fantasy, for instance, only weak and secondary characters (NPCs, in roleplaying terms) benefit from inspirational leadership. The true heroes carry all their capabilities within themselves. If you think of human endeavour and commitment in more relational terms, then the warlord will seem essential. In Tolkien-esque fantasy, for instance, the protagonists are not fully self-contained. They have needs - for reassurance, or inspiration - that only others can provide. Applying this perspective to warlord healing, the beneficiary of that healing can't draw upon reserves of stamina until his/her friend and ally calls upon him/her to do so. (Not far upthread [MENTION=59506]El Mahdi[/MENTION] gives a more bio-medico-psyhcological account of inspirational healing. Personally I prefer to think of it in literary/archetypical terms, but that's just me.) [/QUOTE]
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