Warlord's Aid - Aid takes many forms. Sometimes it comes from an inspiring shout and an ally is urged to fight on after being hit. Sometimes it's sharing tactical brilliance that helps an ally knock an enemy prone. Sometimes it's your own bravery and fighting that inspires allies instead of your words. Other times it comes from an insightful understanding of your foes that enables you to alert your allies out of dangers way just in time. Whatever the sources for your ability to aid other's it's frequency and power is renowned amongst your friends.
Abilities granted by Warlord's Aid can be used once per round in combat. Aid abilities generally require a trigger and grant an effect. These abilities do not require any kind of action on your part. Warlord's Aid abilities improve at 5th and 11th level granting improved effectiveness to your already chosen maneuvers as well as opening up a few new ones.
When I hear the term skirmisher, I think ‘light infantry’, and especially think of athletic warriors running, jumping, with less armor and more mobility.
Historically, the skirmisher division split off the subset of special operations. A handful of people on a covert operation. These are the tip of the spear, sotospeak, and fighting smart and sneaky. There are roguish abilities in play. But like US marines, seals, and rangers, they are strong warriors.
When you characterize the term ‘skirmisher’, I am reading ‘guerilla’. Reasonable enough.
If the term ‘skirmisher’ is being used, I want to play up the mobility aspect, with high Strength and athletic skill checks, fast speed, gymnastic grace. But it seems appropriate to also play up the high Intelligence tactics that can slip thru highly volatile scenarios.
A covert mission is minimalist. Each member represents an essential contribution. The team leader is especially important to coordinate and optimize these contributions.
I've had plenty of time to muse on the warlord over the years. And I did an attempt as a fighter subclass a while back (renamed the Commander).
Design Thoughts
The big design goals for a warlord class would be:
* Use Intelligence. Charisma is the bard's thing. There's no martial class that uses Int. That's a nice gap. Doubling down on being the "smart fighter" better defines the class.
* Reward smart play. The warlord is the strategic mastermind. Players interested in that concept likely want more tactical play, and the class can support that.
* Encourage teamwork. The class should make the other characters better and imply coordination.
I'd likely focus on reactions with the class, making the warlord the character all about off-turn actions.
Role
If a warlord class is going to be added, it should focus on what the concept should do. What you would expect a "warlord" to do. Especially new players unfamiliar with past implementations: you shouldn't have to fight against expectations.
I'm less concerned about forcing the class to be the "martial healer" as healers are a character role in 5e and not a class role. A player should be able to make their warlord into the healer if they want, but the person wanting to play the warlord in a different role shouldn't be saddled with a bunch of healing they don't want to use.
"Cleric replacement" is a lame niche for a class. Having the sorcerer be the "wizard replacement" would do a disservice to that class.
The idea of making a class just to be a "non-magical buffer" is weak, being needless grid filling. We also shouldn't make a class just be to the "nonmagical pet class" or the "spell-less AoE damage class".
Healing
Only one class in the game has assumed healing: the paladin. Every other class has to opt into being a healer.
It's not an essential part of the druid or the bard or even the cleric. So it doesn't *need* to be an essential assumed part of the warlord. It gets in the way of the concept. Move healing to a subclass.
Does there need to be more healing in a low-magic campaign? Maybe. But hp recovery is fast already with overnight healing, and there's Hit Dice to speed that up.
Even assuming HD aren't enough, if you're changing the base assumptions of the game (i.e. low magic, no spellcasting classes) the best way to tweak gameplay is variant rules, and not a class. Changing how hp is regained, added a Healing Surge optional rule, and the like.
Making that one class essential is bad design. No one should *have* to play the cleric in the base game, and so no one should *have* to be the warlord in a low magic game.
Subclasses
The 4e subclasses for the warlord are lame. They have unremarkable story hooks and zero fluff. We don't need a repeat of the Champion and Battle Master.
These need to be tossed out.
* Chirurgeon. The boring one. The healer. It restores hp. Whee.
It's also likely do things like allow extra saving throws with a bonus against poisons and diseases. Maybe it could hand out bonus HD to people. I do like the "overhealing" Meals suggested. That'd fit nicely in there.
* Standard Bearer. The dude with the flag mobilizing the troops. This would be the warlord who directs the action, allowing allies to shift their position. More focused on ally mobility and "castling".
There might also be some more limited morale boosting, by planting the flag and rallying the troops.
* Vanguard. The lead from the front character. Better armour, and a little more tanky. When they charge, they can bring allies along with them.
* Guerrilla. The sneaky warlord that works with ambush tactics and dirty tricks.
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It didn't in 4e, and it's not like healing is the funnest part of playing the cleric - it can even be regarded as a 'burden' - so there's literally no impetus to make a Warlord compete with the life cleric for that particular crown. It's just that hp-restoration is necessary both for any support character, and to model the class concept, in a game like D&D with gobs of hps as the main measure of PC ability to keep fighting.we don't need to focus on making a warlord that goes out of it's way to heal as much as a cleric.
The overhealing mechanism from the Happy Funtime podcast would be an ideal way to do both in an efficient, flavorful manner - that might also serve to reduce the whack-a-mole phenomenon just a bit.I do think warlords should be able to grant temp hp and heal.
A support class that focuses on just one aspect of support - like the miniatures handbook 'Healer' and Marshal - isn't a viable support class in full D&D. Likewise, one that isn't flexible isn't going to be up to the challenge. And, finally, flexibility lets players play the character they want. If the party already has a cleric, a player should be able to run his warlord without once using an 'Inspiring Word' type power - OTOH, if the cleric leaves the group, he just might start doing so. No vital support contribution should be locked away in a sub-class - really, nothing should be strictly locked away in a sub-class, sub-classes should make the Warlord better (or not so good) at things the base class does, rather than adding totally new capabilities or deleting anything (not that 5e sub-classes much do that latter).Maybe the best implementation of a healing warlord is a subclass. Maybe not. I think there are mechanics we can add in to a warlord that are very flexible that can allow healing at the expense of damage or buffing etc.
It didn't in 4e, and it's not like healing is the funnest part of playing the cleric - it can even be regarded as a 'burden' - so there's literally no impetus to make a Warlord compete with the life cleric for that particular crown. It's just that hp-restoration is necessary both for any support character, and to model the class concept, in a game like D&D with gobs of hps as the main measure of PC ability to keep fighting. The overhealing mechanism from the Happy Funtime podcast would be an ideal way to do both in an efficient, flavorful manner - that might also serve to reduce the whack-a-mole phenomenon just a bit. A support class that focuses on just one aspect of support - like the miniatures handbook 'Healer' and Marshal - isn't a viable support class in full D&D. Likewise, one that isn't flexible isn't going to be up to the challenge. And, finally, flexibility lets players play the character they want. If the party already has a cleric, a player should be able to run his warlord without once using an 'Inspiring Word' type power - OTOH, if the cleric leaves the group, he just might start doing so. No vital support contribution should be locked away in a sub-class - really, nothing should be strictly locked away in a sub-class, sub-classes should make the Warlord better (or not so good) at things the base class does, rather than adding totally new capabilities or deleting anything (not that 5e sub-classes much do that latter).
The catch is that 3rd level is "the subclass level" while 4th is the ASI. And 5th should really be Extra Attack. The warlord isn't all about attacking, but it should keep pace with the ranger, paladin, barbarian, and Valour bard.I'm with you that we don't need to focus on making a warlord that goes out of it's way to heal as much as a cleric. I do think warlords should be able to grant temp hp and heal. Maybe the best implementation of a healing warlord is a subclass. Maybe not. I think there are mechanics we can add in to a warlord that are very flexible that can allow healing at the expense of damage or buffing etc. So I'm with you that it doesn't need to be a focus as it's just one expression of warlord leadership and inspiration but I'm not sure it has to be relegated to a subclass either.
Not my finest name given the real world connotations, but it really conveys the concept. (And real world "warlords" aren't so nice either.) Guerrillas are military forces known for the ambush tactics of the same name, so with a single word it tells you exactly what the subclass should do.I really like your subclasses, thought I'd prefer a different name than Guerilla for the final one.
I'm brainstorming more, but it's not as easy as some classes...They are very good concepts and I'm going to start thinking in that direction for my own subclasses. They are much more 5e sounding and feeling than the more generic warlord ones I'm accustomed to seeing. Most subclasses help define who your character is in the world even though they primarily grant combat related abilities and these get right to the heart of that.
Yep, and you quoted it twice.WHOA! You said :"It's just that hp-restoration is necessary both for any support character, and to model the class concept, in a game like D&D with gobs of hps as the main measure of PC ability to keep fighting."
We're in agreement. Think about it, the Cleric is the iconic healer of D&D, but in 5e, if even he must OPT IN to it by preparing Cure Wounds or Healing Word or the like. Of course, a Life Cleric that didn't cast some healing now and then would be a tad weird, but he could willfully do just that, using all his slots for other spells.I believe a Warlord's healing is best realized as an OPT IN ability
The sub-class does it too hard and too inflexibly, though. Oh, you're an Inspiring Warlord, you heal 2/Short Rest, enjoy? Tactical? Sorry, no heals, you party can drop dead? Not great. Inspiring Warlord - add your CHA mod when you use a gambit that restores hps? Much more reasonable.A subclass does this. So does a broad mechanics that allow him to either heal or deal damage or buff allies etc.
It's an essential part of realizing the concept behind the whole class, but no, not of realizing an individual warlord who specifically just doesn't go there. It's essential because of the game, itself. D&D doesn't have morale checks (has never had 'em for PCs, as far as I know), nor any other mechanic to model ongoing will to fight: except hps. Whether the individual warlord is literally a leader, just making battle plans, or veritable mascot, he needs to potential to influence that.But as a core component of the main class that every warlord gets, it really doesn't need to be a focus. It's not an essential part of realizing the concept of a warlord but it's nonetheless a great way to do so if the player OPTs in to doing so.
Overhealing is a great mechanic, and should good at getting the support character who gets it to heal more proactively, as it eliminates some inefficiency. It seems like it would be a particularly good way of modeling the warlord's brands of inspiration.By the way I love the overhealing mechanic. Depending on how healing is handled will depend on where that kind of feature should go.
I agree a support class needs a lot of options. I agree healing should be an option for warlords.
It'd be like giving wizards back opposition schools - or giving clerics opposition domains that take spells away from their lists - or re-introducing weapon specialization so the fighter sucks unless he has his glaive-glaive-glaive-Guisarme-glaive.I disagree on locking things away in subclasses. I think all subclasses have abilities locked away in them. Subclasses are a form of specialization and specialists can do things the non-specialists aren't capable of.
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I'd likely focus on reactions with the class, making the warlord the character all about off-turn actions.
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