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D&D 5E Why is There No Warlord Equivalent in 5E?

Mephista

Adventurer
Oh I see what you mean... hmm... well we could always have it drain Hit Dice instead?
Oh, that reminds me. There was a mechanic in another game that had sacrifice HP as a mechanic... but it was also a reward, because there were number of abilities that empowered you at half or lower HP.

Similar to "Bloodied" from 4e.

Could do an aura or whatever that rewarded low hp to make it work.
 

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CleverNickName

Limit Break Dancing (He/They)
Heh, I guess old schoolers think they dont need to read the rules about hit points.
It's not just "old schoolers." There are assumptions in the game that we all make to fit the narrative, and they aren't easily "ruled" away.

Try this exercise at your table: when one of your players makes a weapon attack and scores damage on a target, ask them to describe what it looks like. I doubt they will describe an abstraction.
 
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The well known variances in Commander Strike makes me wonder if this is a serious question or just being contrary. Rogue or pally smite is outright superior to an attack with a simple weapon and dump stat.
Yes, it'd be very good with Rogue, but not the 5.2 Paladin since they need a Bonus Action to smite now. That's not really that big of a deal.
 

Variance is fine so long as it doent make players feel weak. That is a vibe that can ruin enjoyment, according to surveys.

Its a common complaint with Commander stirke.

People asked why the balance was considered "difficult" with granting attacks. These are the common answers I've run into. If you don't agree, feel free to try it out yourself.

My answers are based on others' subjective experiences after all.
I have tried it out myself, as have plenty of other amazing designers, and found the problem very small with many valid solutions to it. I'm not sure why people get tied into such knots over things in 5E. The game isn't as fragile as many posters on these forums would have you believe.
 


Staffan

Legend
Oh. I thought cleric kit was official. Ah, well. Learn something new.
There was a cleric kit that was one attempt at making a 2e monk. Other attempts was a whole priest class in Spells & Magic (and I think it was also printed in Faiths & Avatars) and, a spicier attempt via the Sensei psionicist kit in The Will & The Way. All of these relied on mucking about with unarmed specialization, which was a fairly weird 2e mechanic. There may also have been a martial arts system in the Complete Ninja's Handbook but I never got that so I can't say for sure.
 

CleverNickName

Limit Break Dancing (He/They)
Hit points have had the same clear description and vision for 50 years. The has not stopped Team MeatPoint.
Yep, if rules alone were sufficient to change peoples' hearts and minds on this subject, it would have happened long ago. So I feel pretty safe saying that the rules aren't the issue. Those assumptions aren't changing, because Team MeatPoint doesn't want them changed any more than Team Abstraction wants to change their assumptions.

We have to work with both camps...and I think that's why these discussions go nowhere.
 
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Yaarel

He-Mage
Hit points have had the same clear description and vision for 50 years. The has not stopped Team MeatPoint.
The origin of team meat point is a double standard. Gygax advised DMs to describe damage against players as nonphysical, but against monsters as physical. At the same time using Rasputin taking physical damage as an example of Constitution causes confusion. But perhaps Rasputin is the monster.

In any case, player character damage is nonphysical. Except at 0 hp. This is why player characters never have broken bones.
 

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