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Lets design a Warlord for 5th edition
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<blockquote data-quote="FrogReaver" data-source="post: 7378134" data-attributes="member: 6795602"><p>The best way IMO to get a Warlord class is to show WOTC a version of one that actually works and appeals to most 4e warlord fans and has good appeal to 5e fans in general. There's hard liners on both sides that are extreme vocal minorities that will always say what's presented doesn't work for them. </p><p></p><p>The great thing is that even if WOTC doesn't use such a design it makes a great homebrew class that can be shared and used at many tables. So either way, designing a working functioning warlord class with fairly broad appeal, this isn't over powered, that meets our checklist without being something to intrusive/annoying/commanding into other PC's that are playing at a warlord PC's table is the best option for Warlord fans. It will have the best chance of being incorporated into something official and it will have the best chance of seeing use at the most tables if it's designed with this in mind.</p><p></p><p>So really why, are we getting bogged down in having the age old "inspirational healing" debate. Why are we even talking about siloing certain warlord concepts into subclasses that should all be options for a general warlord class. Why are we talking about giving up attack granting when there's various ways to make that ability work. Why are we talking about compromise when a warlord with nearly every feature we ever wanted is closer than ever. </p><p></p><p>The rest is just going to come down to design decisions and implementation decisions which are going to inform each other a bit. We need to really go deep into each design and see the pros and cons and what it can allow and what it can't and what solutions we have for balancing these things in that particular framework.</p><p></p><p>Once we have done this and seen the tricks used to make the other design implementations work then we can make a final pass and hopefully one design at this point will stand out as the clear best and we can actually start creating abilities and subclasses for it.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7378134, member: 6795602"] The best way IMO to get a Warlord class is to show WOTC a version of one that actually works and appeals to most 4e warlord fans and has good appeal to 5e fans in general. There's hard liners on both sides that are extreme vocal minorities that will always say what's presented doesn't work for them. The great thing is that even if WOTC doesn't use such a design it makes a great homebrew class that can be shared and used at many tables. So either way, designing a working functioning warlord class with fairly broad appeal, this isn't over powered, that meets our checklist without being something to intrusive/annoying/commanding into other PC's that are playing at a warlord PC's table is the best option for Warlord fans. It will have the best chance of being incorporated into something official and it will have the best chance of seeing use at the most tables if it's designed with this in mind. So really why, are we getting bogged down in having the age old "inspirational healing" debate. Why are we even talking about siloing certain warlord concepts into subclasses that should all be options for a general warlord class. Why are we talking about giving up attack granting when there's various ways to make that ability work. Why are we talking about compromise when a warlord with nearly every feature we ever wanted is closer than ever. The rest is just going to come down to design decisions and implementation decisions which are going to inform each other a bit. We need to really go deep into each design and see the pros and cons and what it can allow and what it can't and what solutions we have for balancing these things in that particular framework. Once we have done this and seen the tricks used to make the other design implementations work then we can make a final pass and hopefully one design at this point will stand out as the clear best and we can actually start creating abilities and subclasses for it. [/QUOTE]
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