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8 months ago ::
Nov 14, 2012 - 7:22AM
#31
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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well I wouldn't design the warlord with a memorization mechanic. The Monk class might be a good template for the warlord. His powers seem magical, but they work on some principle that is supernatural. I'd be fine with the warlord being a martial class, I'd just like to see powers that heal wounds to have a supernatural basis.
I'd prefer that the warlord's "healing" grant temporary hit points and be described not as healing but as motiva5ting people to ignore the pain. Totally nonmagical.
I'm not suggesting that the warlord actually cast spells or have to memorize them. For example, the Paladin's lay on hands ability is not a spell, but it is magical.
We have yet to see how lay on hands will be implemented as we have no Next version of the paladin. Based on the monk, I might surmise that the paladin will be given expertise dice which he can use for his at-will powers like detect evil and smite and then also be given spell memorization for his daily abilities, which may include an option to spontaneously convert any spell into a lay on hands healing.
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8 months ago ::
Nov 14, 2012 - 7:29AM
#32
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Date Joined:
Jan 10, 2012
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well I wouldn't design the warlord with a memorization mechanic. The Monk class might be a good template for the warlord. His powers seem magical, but they work on some principle that is supernatural. I'd be fine with the warlord being a martial class, I'd just like to see powers that heal wounds to have a supernatural basis.
I'd prefer that the warlord's "healing" grant temporary hit points and be described not as healing but as motiva5ting people to ignore the pain. Totally nonmagical.
I'm not suggesting that the warlord actually cast spells or have to memorize them. For example, the Paladin's lay on hands ability is not a spell, but it is magical.
We have yet to see how lay on hands will be implemented as we have no Next version of the paladin.
The clerics turn undead ability was a spell and now it isn't. I'd expect the same for the paladin.
As for temp hit points, we do have the spell Aid.
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8 months ago ::
Nov 14, 2012 - 7:52AM
#33
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- Forum Guide
- Hero Craftsman Gold Medalist
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Date Joined:
Jun 23, 2005
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The clerics turn undead ability was a spell and now it isn't. I'd expect the same for the paladin.
As for temp hit points, we do have the spell Aid.
We'll see. We've gotten very far afield. But from what I gather, your position on warlords is as follows:
You claim that you think a warlord can be included. Yet... You don't want any healing powers to be included except as a spell, even temporary hp You don't think any action granting powers will be included in Next You don't think any movement granting powers will be included in Next
Since you've eliminated all the warlord's signature abilities, except the relatively minor quality of granting flat bonuses, and that's what bards primarily do, the warlord should be folded into the bard (who can be allowed to use magical healing).
Whcih is why i don't think you actually want a warlrod to be included. You don't want (or can't imagine) any of the warlord's distinguishing mechanics -- the ones that make the warlord distinct from bards and clerics -- to be included in the game. When you strip down what you would personally accept, we're left with a non-singing skald.
But I don't accept that the loss of martial healing, as long as it is in the form of temporary hit points. I don't accept the loss of action and movement granting powers. So my vision of a warlord does not look like a non-singing skald. It looks like a warlord.
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8 months ago ::
Nov 14, 2012 - 8:16AM
#34
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Date Joined:
Jan 10, 2012
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The clerics turn undead ability was a spell and now it isn't. I'd expect the same for the paladin.
As for temp hit points, we do have the spell Aid.
We'll see. We've gotten very far afield. But from what I gather, your position on warlords is as follows:
You claim that you think a warlord can be included. Yet... You don't want any healing powers to be included except as a spell, even temporary hp You don't think any action granting powers will be included in Next You don't think any movement granting powers will be included in Next
Since you've eliminated all the warlord's signature abilities, except the relatively minor quality of granting flat bonuses, and that's what bards primarily do, the warlord should be folded into the bard (who can be allowed to use magical healing).
Whcih is why i don't think you actually want a warlrod to be included. You don't want (or can't imagine) any of the warlord's distinguishing mechanics -- the ones that make the warlord distinct from bards and clerics -- to be included in the game. When you strip down what you would personally accept, we're left with a non-singing skald.
But I don't accept that the loss of martial healing, as long as it is in the form of temporary hit points. I don't accept the loss of action and movement granting powers. So my vision of a warlord does not look like a non-singing skald. It looks like a warlord.
no that's not what I think
You claim that you think a warlord can be included. Yet...
I never said it couldn't.
You don't want any healing powers to be included except as a spell, even temporary hp
I don't want healing to be non-supernatural in nature. The game must respect all playstyles. Therefore, any warlord that heals without the aid of magic or some other supernatural force is playstyle specific and invalid in the core. As an optional class it's fine however.
You don't think any action granting powers will be included in Next
I don't think that your mechanical (4e concept) of what a Warlord is will be the same in next.
You don't think any movement granting powers will be included in Next
Never said that.
You define the warlord as a class that grants extra actions and movement. That's fine. I'm not arguing that. You define the bard as class that grants bonuses. The problem with your argument is that they both grant bonuses, extra actions, and movement in 4e. They are still built on the same chassis. They might have different goals/ styles, but they share a common root, which is what my original post was all about. They both use words to do X. Your argument is like saying that the Abjurer shouldn't be a wizard because the Enchanter does something completely different. The fact is, I could create a base class called Wordmaster and derive the bard and the warlord from it. In fact, I could derive all sorts of concepts for the bard and the warlord. The warlord and bard might not even be a base class to begin with. In addition, some concepts could be playstyle specific or contain optional rules to support each playstyle.
The point is, I dont' really care what powers the warlord is granted or how those powers function. All I'm saying is that if those powers cross the line of being supernatural then they should be supernatural, and gamist concepts that cater to one playstyle in particular shouldn't be forced on everyone.
Lastly, I don't accept martial healing as a concept to being with. Therefore any class that has martial healing (non-supernartual / non-magical) is unacceptable for my playstyle.
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8 months ago ::
Nov 14, 2012 - 8:24AM
#35
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Date Joined:
May 22, 2003
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I've stated this previously, though it bears repeating: all of the overlap issues with regard to the warlord and bard can be traced back to the insistence upon the shared term 'inspiration'.
The bard has been inspiring his allies to be bigger and better at what they do for decades, so leave him alone and let him keep his stuff. The 'charismatic hero' bit is covered. The warlord has been offering his tactical insight and strategic ingenuity since his debut, and it's the only truly unique thing he does, so emphasize it and run with it. There's plainly unclaimed space for the 'intelligent hero with a weapon' bit.
We keep on this whole 'charisma-based commander/leader of people/intimdating' racket and this debate will never end (ever). The warlord is a tactician. That much is his and his alone. Those fond of warlords are being presented with a wonderful opportunity to differentiate, define, and mold a class that has uncontested reason for existing. -- Choose your battles.
If you would like your tactical genius to also be charismatic, the game fully accomodates this, but the warlord should be first and foremost a class of genius ingenuity and tactical prowess. His allies may listen to him because he's an effective leader (CHA), because he has a deep sense for the spirit of combat (WIS), or because he exemplifies his knowledge with physicality (CON/STR/DEX), but the reason they trust him is due to the fact that he understands what they don't (INT).
The core warlord should reference inspiration as a tertiary capability (if at all), lest he forever bear the prejudice of being a 'bard without the lute and magic' who's reason for existence requires endless defending in sour internet threads.
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8 months ago ::
Nov 14, 2012 - 8:29AM
#36
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Date Joined:
Jan 10, 2012
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@mrpopstar
Yes, both of these 'word master' classes do share some similarities.
It seems like CS dice are common framework for fighting types (even rogues). It would be nice if a common framework was built for these clases too.
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8 months ago ::
Nov 14, 2012 - 8:36AM
#37
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- Forum Guide
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Date Joined:
Jun 23, 2005
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You don't want any healing powers to be included except as a spell, even temporary hp
I don't want healing to be non-supernatural in nature.
That's what I wrote!!!
The game must respect all playstyles. Therefore, any warlord that heals without the aid of magic or some other supernatural force is playstyle specific and invalid in the core.
That's nto how modularity works and if you continue to carry this misconception with you, you are inevitably going to be disappointed and connfused by how Next is shaping up.
Each maneuver is a modular options. If the warlord has the option of healing, you can disallow those options in your game. Simply tell someone that they cannot take the warlord maneuvers that allow healing. Just like how someone who doesn't like how the fighter's parry works (which was an actual complaint) can disallow that menuver in the game. Since maneuvers are all modular options, it's easy to disallow them.
That way, the warlord can be martial and have healign, and you can still allow the class in your game by disallowing those options you don't like. Everyone wins.
You don't think any action granting powers will be included in Next
I don't think that your mechanical (4e concept) of what a Warlord is will be the same in next.
You specifically said that you did not believe action granting would be in Next.
You don't think any movement granting powers will be included in Next
Never said that.
you specifically said action granting would not be in Next. Movement is a type of action.
The problem with your argument is that they both grant bonuses, extra actions, and movement in 4e.p
That's not a problem with the argument. It's a problem that you simply have almost no experience in 4e so when ppeople point stuff out you fundamentally don't understand it.
Warlords had very few flat-bonus powers. So saying that warlords grant bonuses is only true in the most hypertechnical sense and completely ignores what the class is about. It is only an argument that makes sense to someone who is arguing from their conclusions.
They are still built on the same chassis.
Every class in 4e was built on the same chassis. There fore, this cannot be the basis of any valuid argument.
The fact is, I could create a base class called Wordmaster and derive the bard and the warlord from it.
The fact is we can all do a lot of things that don't make any logical sense. That you can do something is not evidence of why doing it is a good idea. You keep retreating to this enormously vacuous statements whenever you provide specific because your specific are awful and irrational. SAnd when pointed out you just retreat into that turtle shell of looking at classes from the wrong en of a spyglass and declaring they all look like dots to you.
I dont' really care what powers the warlord is granted or how those powers function.
That's clearly untrue, since your entire position is framed from your distaste of martial healing and your disbelief that Next will contain action-granting powers. If you didn't care, then this wouldn't be an issue in any way. But you started a whoel thread based on this issue!
Lastly, I don't accept martial healing as a concept to being with. Therefore any class that has martial healing (non-supernartual / non-magical) is unacceptable for my playstyle.
So disallow all martial healign powers. That's how modularity works. It's not a veto on an entire class. It's much more granular thatn that.
But I suspect that's unacceptable to you because you're using your distaste for martial healing as a stalking horse to dismantle the warlord entirely.
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8 months ago ::
Nov 14, 2012 - 8:51AM
#38
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Date Joined:
May 22, 2003
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I don't think that your mechanical (4e concept) of what a Warlord is will be the same in next.
This, right here, sums it up; and I largely agree.
The warlord, as we know and love him, is purely a mechanical construct that epitomizes everything 'good' about 4E and has a storytime skin laid over it. It's the great conceit of the edition that the warlord is marvelous, and that he's marvelous solely because he plays with all of the toys made available by the premise of the edition.
It's deeply interesting to me that the bard, who's been a victim of nearly every edition, existing in a game that could only define the effect of weapon-focused heroes, spell-focused heroes, and skill-focused heroes, who suffered greatly for lack of an identity and cohesive contribution for 30+ years, is so easily compared to the best-supported, most-clearly defined, posterchild of an edition that lasted less than 4. The lucid parameters through which support classes (Leaders) could now contribute did unprecedented good for the game. The bard class is an unsung success in 4E (uncharacteristically overshadowed by the new shiney by the time he got his due).
The conversation we should be having is one pertinent to the ways in which DDN will support these heroes in light of the playtest's current structure. I anticipate them becoming largely feature-dependent, with defining ways of interacting with the spell and/or maneuver systems. 
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8 months ago ::
Nov 14, 2012 - 8:58AM
#39
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Date Joined:
May 22, 2003
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@mrpopstar
Yes, both of these 'word master' classes do share some similarities.
Let the bard create a pool of XD with his music that allies can draw upon when taking an action (a la the 4E skald). Let the warlord spend XD in response to situations as they present themselves during enemy actions (i.e. enemy misses with an attack and warlord can expend XD to offer targeted ally an action, etc.) or ally advantages (i.e. ally gains advantage and warlord can expend XD to offer ally a rider on their action, etc.).
In these ways, the singing/orating/speaking bard is the 'word master' (as he's always been), and the warlord contributes via his interaction with the battle (using words, gestures, attacks, etc.). If you take away the whole 'warlord is inspiring me to do stuff' thing, the awkward 'word master' moniker no longer applies.
It seems like CS dice are common framework for fighting types (even rogues). It would be nice if a common framework was built for these clases too. A common framework would only contribute to more sameness.
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8 months ago ::
Nov 14, 2012 - 9:09AM
#40
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Date Joined:
May 25, 2012
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The bard makes sense as a "Jack-of-All-Trades" archetype, equally emphasizing combat, skills, RP, and world-changing magics. If the game should (merciful Buddha, hear my plea) return to a condition in which there's actually some differentiation between the classes, and we dump this "BALANCE!" nonsense, then the Bard may actually become useful and interesting again. For the Warlord, of course, there is no excuse outside of a post 10th-level prestige class.
Moderated by
Orc_Welfin
on Nov 14, 2012 - 09:44AM
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