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Excerpt: The Warlord

hong

WotC's bitch
JohnSnow said:
I'll try this once more. Your understanding of the way 3e works is incorrect. In 3e, there is no limit to the amount of healing that can be applied to the character in a single fight. A party with a Wand of Cure Light Wounds, or an arsenal of healing potions sufficient to sustain them for an entire day is in no danger of having a character die in a fight unless that fight is either:

A) The last fight in a series of depletion encounters, or;
B) A single, climactic battle intended to be the party's only contest that day.

Well, not quite. You have total healing, and you have rate of damage removal per round. If all the healing you have is 1 CLW spell per round, whether from wand, potion or caster, then a monster that does 30 pts damage per round can easily kill someone. So you can have lots of healing potential, but still the risk of death.

I'm still not entirely sold on healing surges as the only healing mechanic. It was said in another thread first, but this basically means that healing is siloed per character. As soon as one guy is out of surges, you camp for the day.
 

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Fallen Seraph

First Post
hong said:
I'm still not entirely sold on healing surges as the only healing mechanic. It was said in another thread first, but this basically means that healing is siloed per character. As soon as one guy is out of surges, you camp for the day.
Well we know some healing-powers can take away from the healer's Healing Surges. There is also all the talk about other ways of healing like Regeneration and such in the Tier article so I think we shall have some variety.
 

ThirdWizard

First Post
Don't forget that this very warlord article shows an ability that heals allies when they use an Action Point. Not to mention the temporary hp abilities we've seen.
 

From the Tiers article

-Heroic "Since they rely on healing surges to regain lost hit points, heroic tier characters are likely to take an extended rest when surges get dangerously low."

-Paragon "They also have ways to regain hit points beyond healing surges, including regeneration, so they can complete more encounters between extended rests. On the other hand, monsters at the paragon tier have more ways to thwart these new capabilities..." (it may be refering to other Paragon abilities, not healing, when talking about the thwarting)

-Epic "Epic adventurers have even more ways to recover expended powers, more ways to heal damage without relying on healing surges ... [also] can last through many encounters before resting and can even return from death in the middle of a fight.
 

Alkiera

First Post
Storm-Bringer said:
(snip)

3.x: 3-4 battles (with healing) before it's dangerous (need major healing or rest)
4e: 3-4 battles (with healing during or between) before it's dangerous (need to rest)

In fact, the way most people describe it, the 4e line is exactly how they do things in 3.x now. Wands of Cure Light Wounds, scrolls, potions, various spells, and so on. So, the healing has been re-distributed from clerics and magic items to healing surges. I am assuming there will be healing items in 4e, so those should still be in play. No functional difference, just a re-distribution of where the healing comes from.

The problem they are 'solving' isn't some issue of player control or lack of healing. The only issue this addresses is 'need a cleric'. Since I see that as an issue with play and not the rules, I don't see a net gain here.

Your interpretation of 4E up there is incorrect. Suppose classic fighter/cleric/rogue/wizard party.

4e: 3-4 battles (with some healing) all of which are dangerous. You can't access all of your healing in every combat; You might have 11 healing surges/day, but only be able to use a few in any given encounter. Being in an encounter where you've used healing surge, the cleric has used his healing words for the encounter, and the baddies are still up, means you are in big danger of dying. No matter how many healing surges you've got stored up, you can't use them until your 5 minute rest AFTER the encounter. Effectively, you've run out of heals, and might die.

If you manage to defeat that encounter, you and your party sit down and rest for 5 minutes. You burn a few healing surges, cleric gets back his encounter powers, etc. Then, in the next encounter, you can have the exact same situation. Get hit, use Second Wind. Get hurt more, get healed 2x by the cleric. Now there's no more healing for you in this fight. You still have healing surges, but YOU CAN'T SPEND THEM. Not until you defeat the encounter and rest.

At that point, you may well be out of healing surges, or might have one more easy fight in you, depending on how things went. At any rate, you are in danger of death in both fights, not just the last one. Heck, in the last, you still have some healing surges available... you just are out of per-encounter abilities that would let you use them.
 

That One Guy

First Post
Sir Sebastian Hardin said:
Sorry for this offtopic but...
Can someone copy/paste the text here please? I'm in a PC of my college and I can't enter wizards' web in this PC.

(And testing spoiler tag...) (It also occurs to me that I don't know the max number of characters per post...)
[sblock]It wasn’t easy to choose the classes to appear in the Player’s Handbook. Many conflicting objectives affected these decisions—for example, we wanted to include multiple builds so that there would be a number of different ways to create, for example, a fighter… but doing so took up more space for each single class description, and that meant fewer classes could fit into the Player’s Handbook. Similarly, we wanted to reproduce popular classes from 3rd Edition as quickly as possible, so that players engaged in ongoing games could convert easily… but we also thought it would be highly desirable to show off new classes that might give an experienced player a chance to try out something he or she had never seen before.

This last point is one of the reasons why the warlord is in the new Player’s Handbook. Just as 3rd Edition introduced the sorcerer (and re-introduced the barbarian) up front, we felt that 4th Edition should introduce one or two classes that weren’t previously part of the core D&D experience.

The warlord first appeared in our second design draft of 4th Edition as the marshal. Those of you familiar with the 3rd Edition Miniatures Handbook might remember this class. (You might also wonder why we changed the name from marshal to warlord. The answer is that we wanted to broaden the concept from a medieval military commander to someone who might be a barbaric warchief, an elven marchwarden, or a noble-born knight-commander.) Of course, the 4E version was only loosely based on the 3E version; among other things, the new marshal has access to the same sort of power selection as any other 4E class, instead of a boatload of auras. It was also moved more clearly into the Leader role, while the 3E marshal was a class that fell “in between” roles, and certainly couldn’t replace a cleric or a fighter in the typical party mix.

The 4E warlord now helps alleviate that unfortunate requirement of party composition in all previous editions of Dungeons & Dragons: before, a party had to include a cleric in order to be effective. Very early on in 4th Edition design, our work on character roles led us to the idea that any character serving as the party’s “cleric”—whether a bard, shaman, warlord, or whatever—needed to be as good at that job as the cleric or else we’d have yet another edition of D&D in which every party still needed a cleric. That led us to the idea of the Leader role, and the warlord as just one of several possible classes that can fill this role. Of course, the warlord fills it in his own unique way, with powers that have a strong flavor of clever tactics and heroic inspiration. Read on a bit, and you’ll see for yourself!
--Rich Baker

“Onward to victory! They cannot stand before us!”

Warlords are accomplished and competent battle leaders. Warlords stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight.

Your ability to lead others to victory is a direct result of your history. You could be a minor warchief looking to make a name for yourself, a pious knight-commander on leave from your militant order, a youthful noble eager to apply years of training to life outside the castle walls, a calculating mercenary captain, or a courageous marshal of the borderlands who fights to protect the frontier. Regardless of your background, you are a skillful warrior with an uncanny gift for leadership.

The weight of your armor is not a hindrance; it is a familiar comfort. The worn weapon grip molds to your hand as if it were a natural extension of your arm. It’s time to fight and to lead.
Class Traits

Role: Leader. You are an inspiring commander and a master of battle tactics.
Power Source: Martial. You have become an expert in tactics through endless hours of training and practice, personal determination, and your own sheer physical toughness.
Key Abilities: Strength, Intelligence, Charisma

Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: From the class skills list below, choose four trained skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha)

Build Options: Inspiring warlord, tactical warlord
Class Features: Combat Leader, Commanding Presence, inspiring word
Warlord Class Features

All warlords have these class features.

Combat Leader
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Commanding Presence
Choose one of the following two benefits.

Inspiring Presence: When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier.

Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier.

The choice you make also provides bonuses to certain warlord powers. Individual powers detail the effects (if any) your Commanding Presence selection has on them.

Inspiring Word
Using the inspiring word power, warlords can grant their comrades additional resilience with nothing more than a shout of encouragement.

Warlord Overview

Characteristics: You are a strong warrior in melee, able to stand beside the fighter or paladin in your party. Your powers grant allies immediate actions (usually moves or attacks), provide bonuses to attack or defense, and grant healing in the midst of battle.

Religion: Warlords favor martial gods such as Bahamut and Kord, and those who have a particular eye for strategy or leadership esteem Ioun or Erathis. Evil and unaligned warlords often worship Bane.

Races: Dragonborn make excellent inspiring warlords, and half-elves are equally inspiring leaders. Eladrin are skilled tactical warlords. Tiefling warlords are versatile, combining powers from both builds, and humans can excel at either path.

Creating a Warlord

The two warlord builds are inspiring warlord and tactical warlord. Some warlords lean more on their Charisma, while others rely on Intelligence, but Strength is important to every warlord.

Inspiring Warlord
You lead by exhortation, encouragement, and inspiration. Your powers help your allies find new surges of courage and endurance within themselves, helping them heal, shrug off debilitating conditions, and defend themselves from attack. Your attack powers rely on Strength, so that should be your best ability score. The benefits you give your allies, though, depend almost entirely on Charisma, so make that second best. Intelligence is your best third choice, so you can dabble in other warlord powers and to help your Reflex defense. Select powers that make the best use of your high Charisma score.

Suggested Feat: Inspired Recovery (Human feat: Toughness)
Suggested Skills: Athletics, Diplomacy, Heal, History
Suggested At-Will Powers: commander’s strike, furious smash
Suggested Encounter Power: guarding attack
Suggested Daily Power: bastion of defense

Guarding Attack
Warlord Attack 1
With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain’s attacks.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn, one ally adjacent to either you or the target gains a +2 power bonus to AC against the target’s attacks.
Inspiring Presence: The power bonus to AC equals 1 + your Charisma modifier.

Bastion of Defense
Warlord Attack 1
Honorable warriors never fall!
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.
Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier.

Tactical Warlord
Your leadership takes the form of quick commands, cunning strategies, and tactical superiority. Your powers guide your allies to extra and more powerful attacks, as well as helping them move quickly in combat situations. You also assist your allies by moving your enemies around or knocking them prone. You use Strength for your attack powers, so make that your best ability score. Intelligence is secondary, because your Intelligence determines just how effective a leader you are. Charisma should be your third best score, so you can dabble in other warlord powers and to improve your Will defense. Select powers that make the best use of your high Intelligence score.

Suggested Feat: Tactical Assault (Human feat: Weapon Focus)
Suggested Skills: Endurance, Heal, History, Intimidate
Suggested At-Will Powers: viper’s strike, wolf pack tactics
Suggested Encounter Power: warlord’s favor
Suggested Daily Power: lead the attack

Warlord’s Favor
Warlord Attack 1
With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you gains a +2 power bonus to attack rolls against the target until the end of your next turn.
Tactical Presence: The bonus to attack rolls that you grant equals 1 + your Intelligence modifier.

Lead the Attack
Warlord Attack 1
Under your direction, arrows hit their marks and blades drive home.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the encounter, you and each ally within 5 squares of you gain a power bonus to attack rolls against the target equal to 1 + your Intelligence modifier.
Miss: Until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to attack rolls against the target.

[/sblock]
*Is that how it's supposed to work? **Yay!
...is it just blocked by the school server? Also, thanks Caliber for the answer in regards to the old school. It clears something up for me.
 
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