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Lets design a Warlord for 5th edition

FrogReaver

As long as i get to be the frog
So I think right now may mark a good place in the conversation to summarize the basic ideas that have been given.

So far the Warlord healing ideas have been:
1. Grant it through a subclass
2. Grant it through a short or long rest ability on the primary class that every warlord gets
3. Grant it through a short or long rest choice the player opts into on the primary class
4. Don't grant it at all

I think options 1 and 3 are the most popular for warlord supporters. It should be noted that there is at least a vocal minority or possible even larger group that greatly dislikes inspirational healing. It also should be noted that a fighter subclass the Purple Dragon Knight already adds inspirational healing into the game. So while there is pushback on the concept, 5e has already embraced it.

That said, I think our best design effort will be to find a way to keep warlord inspirational healing as optional, either by subclass or by making it one of many options that players have the choice of choosing in the primary class. It offers those that hate it an olive branch and a way to allow the class itself while easily eliminating inspirational healing abilities from there game by banning the few options that grant it support.

Attack granting is similar but finds it's biggest challenge to be in game balance.
1. Grant it through limited use abilities. A potentially very strong option but at least can be reigned in to a power range that's within reason.
2. Grant it at will. Requires some way to eliminate abilities like sneak attack from applying to it.
3. Don't grant it at all. If it can't be balanced it shouldn't be granted at all.

I think this thread has revealed great techniques for helping to balance attack granting. Either at will attack granting or limited use ability attack granting.

Warlord power design - flexibility is key
I think we have decided that we need a flexible design that can house lots of different kinds of effects under 1 mechanical roof. Some options for that.
1. At Will - remove features like extra attack and most other power enhancing features from the base class and tie them into a pool of warlord abilities you can use. This helps increase the power of effects you can give to the at will abilities while still allowing very martial feeling warlords or very "lazy" feeling warlords. Healing is probably the biggest issue with this one, but a solution has been found, you give a pool of enhancement points you can use to make your at-will abilities stronger. Healing would be one of the things allowed by spending these enhancement points.
2. Short/Long rest - give them a pool of abilities to choose from, scale those abilities in usage and power as you level. Biggest con here is that design probably requires extra attack or cantrip like attack scaling to work properly. This eliminates some power from other warlord type effects and it makes it a bit harder to make a lazy lord.
3. Invocation Concept - give warlords a list of at-will, short rest and long rest abilities and have them choose. Biggest con here is that you lose out on the pool of resources that you can use for many different abilities and that scaling can be a bit hard as the only easy to add scaling feature is for more invocations. There may be some unexplored techniques for helping mitigate the cons

All Warlord Powers listed above feel like solid possibilities at this time.

A few additional points. Overhealing and tactical zones are very interesting mechanics. Most all these designs can add those concepts into some of the flexible chosen abilities.
 

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FrogReaver said:
So far the Warlord healing ideas have been:
1. Grant it through a subclass
2. Grant it through a short or long rest ability on the primary class that every warlord gets
3. Grant it through a short or long rest choice the player opts into on the primary class
4. Don't grant it at all

I think options 1 and 3 are the most popular for warlord supporters. It should be noted that there is at least a vocal minority or possible even larger group that greatly dislikes inspirational healing. It also should be noted that a fighter subclass the Purple Dragon Knight already adds inspirational healing into the game. So while there is pushback on the concept, 5e has already embraced it.
I'm inclined to think, based on considering the various evolution paths (assuming an evolution subclass mechanism), that a base class option similar to Lay On Hands or Second Wind is fine, but that significant (inspirational) healing should be locked to a subclass.

For my four subclasses, only the Icon fits the concept of allowing inspirational healing. The Commander, Strategist, and Defender all strike me as very non-healer types, aside from possibly a Second Wind analog. Adding healing to them can be done in lots of ways, such as the Healer feat, or a multitude of multiclassing options, but is not something intrinsic to the subclass.

Of course, that also matches with the evolution approach on subclassing. The Warlord may be a support class, but the subclass defines how you go about providing that support. Maybe that's healing (inspiring/leading), or maybe it's giving you escape routes while trapping the enemy, or maybe it's by demoralizing the enemy such they can't fight you effectively. Regardless, it divorces healing from support by considering that support can mean a wide variety of things.

This has similar implications on attack-granting.

If you go the specialization route for subclassing, though, the answers come out rather differently.
 

mellored

Legend
My favorite ideas so far are warlock invocations, elfcrushers' reactions, and merls zone, and a having tied in non-combat stuff.
So something like...

i.e.
Level 1, 6, 9, 13, 15: Choose 1 "invocation" that includes both a combat and non-combat feature. Most use your reaction. Some have level prerequisites. You can trade 1 out when you level up.

Level 2: Merl's Zone: As an action, you pick an area on the ground, or around a creature (including yourself). The size increases with Int. Invocations in the zone are roughly twice as effective than those outside the zone.

Level 3, 7, 10, 14, 18: Sub-class.

Level 4, 8, 12, 16, 19: ASI

Level 5,11,17: Combat Reflexes: You have an additional reaction each round.

Level 20: capstone... :confused:


Example Invocation:
*Skirmish: As a reaction, when a creature moves, they gain a 5' speed bonus and any OA has disadvantage against them. If they are in the zone, they do not provoke OA's. In addition, your overland speed is increased.
*Arcane Support (prerequisite, level 13): As a reaction, one enemy takes -1d4 penalty to their saving throw against magic. If either the caster or the enemy is in Zone, the penalty is increased to 1d6. If you, the enemy, and the caster are all in the zone, increase the penalty to 1d8. In addition, you have advantage on any arcana checks.
 

mellored

Legend
The only actual design point that's really been close to settled is that of subclass level divergence. Tony Vargas has been asserting 1st level, while I asserted 3rd level.
If you get a "invocation" choice at level 1, then you can still pick your idenity of tactical +Int to damage, inspiring +Cha to THP, or whatever else right off the bat.

Then you can evolve and expand later.
 

Zardnaar

Legend
The irony of D&Ders appealing to popularity, when our little hobby is one of the least popular recreational activities in human history (some forms of actual torture not excepted) is amusing, but still invalid...
When you step in and demand concessions on an issue you have no interest in, that you can always choose simply never to opt into, that is not compromise.
Building a consensus among people who may actually use the class may be.

Opt-in instead of standard is the ultimate compromise. In the PH, the BMs 'Rally' that doesn't rally at all, for instance is a compromise on a standard sub-class (as is it being a sub-class, in the first place, rather than the fighter chassis getting maneuvers and only a Champion or Slayer sub-class stripping them out in favor of a simpler alternative).

For those who don't care for the narratives behind martial hp-restoration, the option is always there to simply not use an officially optional sub-class like the PDK, or even a less-compromised standard class ability like the PH fighter's Second Wind.

Though, the latter does highlight the value of designs that leave options open to the player, as Second Wind has no alternate use nor any alternate feature that a player might swap it for.

When it comes to grinding out damage consistently, sure, but action grants are quite situational, even if they don't have arbitrary useage/rest limitations. And, it's questionable to what degree the damage done on a granted action even goes on the grantor's side of the ledger, or for that matter where the spotlight of the games loose balance even shines...

...arguably, it's shared, but, IMX, it very often goes primarily or wholly to the character actually taking the action & displaying it's prowess. (Which, if you enjoy contributing support in the first place is just fine..)

It's endemic to support, really. Pop a Healing Word to stand up a fallen ally and his next action's damage has also been granted by you, give a Rogue advantage vs an enemy, and his SA has been granted by you, etc...

Its not that situational though its 99% of the time in every combat round.

Its obvious though Mearls is not going to give you at will attack granting as he is not drunk and stoned. Hell he is not giving you the WL as an independent class, if the WL lands as a fighter subclass its basically allover for the WL as an independent class.
 


FrogReaver

As long as i get to be the frog
The only actual design point that's really been close to settled is that of subclass level divergence. Tony Vargas has been asserting 1st level, while I asserted 3rd level.

The 1st vs 3rd choice influences the nature of the class vs subclass relationship, in terms of power derived from each aspect, the sorts of abilities that are presented and available, and the approach to the conceptual design of the character.

I've been doing a lot of thinking about the implications of the types of splits, both thematically and functionally, as well as reviewing whether I was even describing things properly. I've looked at how the design would play out in each version, trying to see which one would let things work more smoothly in those defining aspects where it matters (since there are a lot of aspects that don't really change with the choice), and I find that I didn't really set things out properly for the decision that I made.

First, I feel I used inappropriate terms for describing the types when I last discussed it. I described the 1st level split as "specialization", while the 3rd level split was described as "uniqueness". The terms used were sort of off the cuff, and thus didn't truly map to what was being described. Both 1st and 3rd are types of specializations. Plus, I blended together ideas from classes that get subclasses at 1st and 2nd level, forgetting that they are separate approaches.

We have classes that choose their subclasses at 1st, 2nd, and 3rd level.

1st: Sorcerer, Warlock, Cleric — The character identity cannot exist independent of the subclass. The Warlock's patron, or the Sorcerer's origin, or the Cleric's domain must be defined in order for the character to work at all; there's no "specializing" involved. The class is just a container to hold the subclass; it just provides the underlying mechanics for the subclass to use. These subclasses are "types" of the class.

2nd: Wizard, Druid — The character's identity exists without the subclass (as a broad concept), primarily defined by the unrestricted spell selection options, but the class provides no mechanical support for further identity resolution. The subclass provides specialization directly related to the features that the class has available at 1st level. This is not about character concept or mechanics grouping. Each subclass is just choosing to be better at some aspect of the base class.

3rd: Fighter, Monk, Paladin, Rogue, etc — The character can exist entirely within the class, and not need the subclass. Instead, the subclass provides a way to choose a direction for the character to go once you have a better idea of the general character implementation, but is not dependent on specializing on anything the class provides. Rather, it introduces entirely new abilities to match the direction the character is going. Is the Rogue more flashy or manipulative or interested in stealing stuff? Does the Fighter approach combat from a more tactical mindset, or does he want to incorporate magic into his fighting? What oath does the Paladin swear, once he's proved himself? The subclass is a layer on top of the character's core elements.


So we have subclasses that are fundamental "types" of the base class (gained at 1st level); those that are "specializations" of the base class and what it can do (gained at 2nd level); and those that are "evolutions" of the base class, that branch of into entirely new directions (gained at 3rd level).

Given Tony Vargas's comments, and allowing that he got drawn into my improper terminology, I believe he is pushing the 2nd level split, where the base Warlord class is defined by the variety of gambits available, and the subclasses focus on being better at certain types of them.

Great Split. I'll try to adopt your terms for the rest of the conversation as you did a pretty good job at highlighting some important differences. It's something I tried to touch on earlier but that you have explained and examined much better.

I do want to add one additional piece of insight. The reason their are no casters that get subclasses at level 3 is more mechanical in nature. It's because their basic class spellcasting ability powers up so much at level 3 that there just wouldn't be much room left at that level to put anything else. So there is also a mechanical reason to place a subclass at a certain level and that mechanical power difference may be why you see level 3 subclasses as evolving the class (they grant much stronger abilities at level 3 than subclasses at level 2 generally grant).

Level 1 is perhaps a bit different as your whole class is defined from level 1 on and so their is no way for the base class to evolve. It's as you described, essentially a class.

Anyways, what I've been going through all this to ask is:
Why can't the Warlord adopt more of an evolution stance and still have a primary ability that is strongly defining the class itself but still has the subclass evolving him into a different direction? If so wouldn't the most reasonable place to put the subclass be at level 2 as opposed to level 3?

I developed 4 broad concepts that I felt would be related to the Warlord concept, developed such that each subclass could handle a few different actual character types. To a certain extent it feels like a 1st level split — an Icon is not a Commander is not a Strategist is not a Defender. Each have very different problem-solving methods, and, for example, it's difficult to fit the princess concept in as something that could grow out of the Warlord class as a whole. Basically, the princess version of the Icon subclass is very hard to conceive of as not being a 1st level "type" subclass, whereas the shonen hero is easy to see as an "evolution" subclass. But then if you go to the Commander subclass, it's very easy to view it as a specialization type 2nd level subclass.

This is why I think Tony and others are focusing on the Commander-style subclass, with all the subclasses being specializations. It's much easier to take one thing that allows for some specialization, and consider that as something that will provide enough subclasses to be viable, than to look at different evolutions that approach the problems a Warlord deals with in radically different ways.

There is a reason martial classes generally evolve instead of specialize. It's because they have much less flexible class mechanics so they are incapable of generating new concepts without evolving. Specialization can only happen because there is a flexible mechanic attached to the primary class that allows for multiple concepts to already be somewhat mechanically covered.

You mentioned the paladin earlier as a class that evolves instead of specializes. I would actually view him more as a specialist. He's still a paladin and can fulfill a variety of paladin flavor with his spells. Even without a subclass he could play in such a way and pick spells and abilities that would mechanically fulfill the demands of just about any of the subclasses listed. Instead he just gets explicitly better at doing the things the subclass is supposed to do.

Why do we think a strong and flexible primary class mechanic is needed? Because there are soo many different variations and expectations around what a warlord should be capable of doing and not capable of doing. Because the different styles of Warlord's often blend together moreso than are totally distinct. A tactical warlord may sometimes inspire his allys. A inspiring warlord may sometimes bring together some good tactical plans. There's just not a clear line IMO between where one warlord ends and another begins and it's almost impossible to have total evolution and have tactical plans present in the core warlord. If it's total evolution then the tactical warlord is the only one that gets tactical stuff.

However the specialization approach is also extremely limited, and bland, if the core class does not evoke a wide variety of concepts on its own (as the Wizard clearly does, and the Druid does to a lesser extent). Providing evolutions allows for very different character types, which makes it much more useful for long-term design. Using the "types" subclass method, on the other hand, allows you to provide for a variety of narrowly-scoped ideas using the same mechanical underpinnings. Their similarity and differences are due to circumstances (accident of birth, choice of god, who they managed to find to give them power, etc), rather than fundamental to the class itself.

It's odd that while you find specialization based subclasses bland and uninteresting I find them empowering and perfectly suitable. I often find the evolving ones redundant and while the are more mechanically interesting they are more conceptually limiting. For example, I can't play a fighter that uses same magic and some tactical maneuvers. Those two things can never come together now under the same fighter character because we have them siloed off in subclasses.

I understand why they needed to do it that way. But I can't say I find that to be good design, at least not when they aren't making "hybrid" subclasses to bring life to the conceptual spaces between the current subclasses.

At least with the broad class and specialization route, all those options are automatically open to me and I just choose to be a little better at some area that my class already covers.

One interesting tidbit. The assassain subclass of rogue is a good example of a specialization subclass. The arcane trickster is a good example of an evolving one. Both types of subclasses are present in the rogue class. I think this doesn't have to be an either/or approach. Some subclasses can add evolution while some add specialization.

So where does the Warlord fall? Or rather, where should it fall? I don't know. I can give justifications for any of the three types. The Warlord can be a bucket of mechanics for a variety of different ideas people have and want to implement (ie: tactical vs princess vs lazylord) that differ based on circumstances rather than intrinsics. The Warlord can go all-in on the gambits, and just provide paths to be better at certain types over others. Or it can provide a strong underlying class that can evolve in radically different ways.

I think the biggest factor is whether the primarily evolution method is going to be able to generate good warlords that are more hybrid focused than primarily pushing a single path. Ultimately the desire is for a warlord that doesn't get to do anything tactical just because he didn't pick the tactical subclass and for a warlord that doesn't get to do anything inspiring just because he didn't pick the inspiring subclass. There is going to be a major design challenge in the evolution route to make sure that doesn't happen. Most of us want a warlord that can do some inspiring, some tactics etc.

My personal opinion is that the specialization route is the worst option. I reviewed a ton of the 4E exploits that the Warlord had, when putting together my own design, and at least 80% of them are worthless when translating to 5E. 5E just fundamentally doesn't work the same as 4E, and you can't pile on tons of micro-abilities and pretend that provides a useful choice mechanic on par with the spell system. And without sufficient choices to draw from, the specialization mechanic just doesn't have enough to work with to be viable, long-term.

1. Most 5e warlord abilities should scale instead of staying micro abilities.
2. I don't think it's been demonstrated that there will be a lack of sufficient choices for specialization to work long term.
3. My personal opinion is that it's the best option. I believe there is a reason no sufficient warlord has been created yet and that reason is because everyone has tried to do it so far under the evolution route. It always ends up leaving warlord concepts that warlord fans want to explore on the outside looking in. You almost certainly lose the lazylord/princess. You almost certainly lose hybrid tactical / inspring warlords. Heck there's even the question of how much baked in combat prowess you place in the primary class vs the subclasses and that's another hybrid tradeoff that makes warlord fans cringe.

On the other hand, I don't know whether "type" or "evolution" is better for handling the general concepts that are being applied to the Warlord. Perhaps some of the concepts just fundamentally don't belong in Warlord, as they only existed in 4E due to the mechanics matching up. A princess isn't a Warlord, and shoehorning it into the class just shows a poor understanding of the design process. It's not a conceptual match, it's a mechanical match, in designing a character that can still be functional despite the concept, rather than because of it.

Can a warlord be bad at fighting himself. In general I think it's possible. I used to think the princess concept would be impossible to translate to 5e. I now see multiple paths as long as you have the single broad flexible warlord mechanic and something non-attacking they can substitute their attack for. I don't think its the traditional warlord concept 4e was going for, but I also don't think its just a mechanical phenomenon. A lazylord/princess in conception would probably be more like a scholar that has studied war and battle and tactics. He might be sick or frail or just untrained or unexperienced with weaponry and thus might lack some of their insights. He's probably more tactical focused than inspiring. But that shouldn't rule out him being able to inspire the party with a story about some historical battle or person and then reminding them of it on combat etc. But that would be my conception of a princess/lazylord. Is that a concept that really doesn't belong in a warlord class? If it doesn't belong there then where does it belong?

Of my general concepts, I'm seeing:

Icon/Shonen hero: evolution (leading people)
Icon/Princess: type
Icon/Vanguard: evolution (leading the charge)
Commander: evolution (commanding people), specialization
Strategist: evolution (manipulating people)
Defender: evolution (using terrain to advantage)
Defender/Ambusher: evolution (using terrain to advantage)

On the other hand, I could see the Princess evolving into the Shonen hero. In that case, the Princess is just something that needs to work from the baseline of the class, and have an evolution path available to her.


So, after a more careful look at things, I think evolution works best for my view of the Warlord. It is still using the 3rd level subclass split, but now I can see where I was making mistakes before, and have a better path to work with.

I'm not sure what a shonen is.
 

FrogReaver

As long as i get to be the frog
I'm inclined to think, based on considering the various evolution paths (assuming an evolution subclass mechanism), that a base class option similar to Lay On Hands or Second Wind is fine, but that significant (inspirational) healing should be locked to a subclass.

For my four subclasses, only the Icon fits the concept of allowing inspirational healing. The Commander, Strategist, and Defender all strike me as very non-healer types, aside from possibly a Second Wind analog. Adding healing to them can be done in lots of ways, such as the Healer feat, or a multitude of multiclassing options, but is not something intrinsic to the subclass.

Of course, that also matches with the evolution approach on subclassing. The Warlord may be a support class, but the subclass defines how you go about providing that support. Maybe that's healing (inspiring/leading), or maybe it's giving you escape routes while trapping the enemy, or maybe it's by demoralizing the enemy such they can't fight you effectively. Regardless, it divorces healing from support by considering that support can mean a wide variety of things.

This has similar implications on attack-granting.

If you go the specialization route for subclassing, though, the answers come out rather differently.

If you are going the evolutoin subclass route and are going to place tactics on one subclass and inspiration on another etc. Doesn't that work best as maybe 4 fighter subclasses? I think that's the conclusion Mearls arrived at. Except he ruled out the inspiring style warlords and that left him with 1-2 warlord styles. The tactical and he could also probably make a bravaura.

But keep in mind, while this is doable and perfectly acceptable, I don't think it's anything like what warlord fans are wanting. They don't want all those different abilities to be siloed into separate spaces, but instead to have the option of having most all of them available on the same Character
 

mellored

Legend
We can have more than 1 style of sub-class. You could have both a specialist (improve your rally ability), and a generalist(select 2 more invocations), and a evolution (you gain rage).
 

FrogReaver

As long as i get to be the frog
And let me throw out a novel idea...

No sub-class. (just invocations).
Multi-sub-classes.

Warlocks essentially get 2 subclasses, though they aren't called such.

I do think a level 1 warlord ability that gave a choice for your weapon and armor proficiencies maybe with some other minor benefit or benefits conferred would be kind of cool.

Maybe heavy armor shields and martial weapons vs medium armor and shields and martial weapons and + 2 party bonus to initiative vs light armor no shields and simple weapons with +2 initiative and extra first turn movement.
 

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