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Evaluating the warlord-y Fighter
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<blockquote data-quote="AmerginLiath" data-source="post: 6488153" data-attributes="member: 777"><p>Mind you, I played very little 4e (due to not gaming much in recent years – I still haven't actually played 5e yet either); as much as I love the idea of the Warlord, I never got the chance to play one.</p><p></p><p>I think much of the issue in the translation of the Warlord concept to the Battlemaster – I agree that off-turn action is the key – is the differences in action economy. It seems that 5e, in general, dictates that one loses a turn if one is giving a turn (see how it costs an action to give their reaction to another via Maneuver, or the kerfuffle about the Beastmaster action economy). It's why multiple attacks are reduced, et cetera (as a player who often had to sit in 3.5 and wait for others to spend forever resolving huge arrays of attacks for my chance at one roll, I can see why – and the 4e issue of multi-hour battles was a separate but likewise troublesome issue to many because of the complicated economy). The Battlemaster is designed to have riders to actions and to have opportunities to bolster or trade turns to allies, but the differences in economy off-turn are going to limit what is going to be possible (the same complaint that summoners are having).</p><p></p><p>There is an opening, I believe, for more maneuvers (and I believe that there will be more released, much as more spells will be forthcoming). I do wonder how much of the healing question also comes into the expected length of encounters. If the system expects shorter combats (and, by default, an experience less focused on combat, via the three-tiers system), is there an assumption that less in-combat "martial" healing & buffing is needed, and so the Battlemaster doesn't need the same specialization as the Warlord (merely the capacity to recreate the genre of that character, along with other types of characters)?</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 6488153, member: 777"] Mind you, I played very little 4e (due to not gaming much in recent years – I still haven't actually played 5e yet either); as much as I love the idea of the Warlord, I never got the chance to play one. I think much of the issue in the translation of the Warlord concept to the Battlemaster – I agree that off-turn action is the key – is the differences in action economy. It seems that 5e, in general, dictates that one loses a turn if one is giving a turn (see how it costs an action to give their reaction to another via Maneuver, or the kerfuffle about the Beastmaster action economy). It's why multiple attacks are reduced, et cetera (as a player who often had to sit in 3.5 and wait for others to spend forever resolving huge arrays of attacks for my chance at one roll, I can see why – and the 4e issue of multi-hour battles was a separate but likewise troublesome issue to many because of the complicated economy). The Battlemaster is designed to have riders to actions and to have opportunities to bolster or trade turns to allies, but the differences in economy off-turn are going to limit what is going to be possible (the same complaint that summoners are having). There is an opening, I believe, for more maneuvers (and I believe that there will be more released, much as more spells will be forthcoming). I do wonder how much of the healing question also comes into the expected length of encounters. If the system expects shorter combats (and, by default, an experience less focused on combat, via the three-tiers system), is there an assumption that less in-combat "martial" healing & buffing is needed, and so the Battlemaster doesn't need the same specialization as the Warlord (merely the capacity to recreate the genre of that character, along with other types of characters)? [/QUOTE]
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