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Lets design a Warlord for 5th edition
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<blockquote data-quote="FrogReaver" data-source="post: 7379123" data-attributes="member: 6795602"><p>This is not about scaling. I get they can increase in power. I get they </p><p></p><p>When you say the short rest abilities stack I'm not seeing it. Maybe you can elaborate but to me it just sounds like you get a bunch of short rest options with an independent fixed amount of times you can use that pool of abilities. Is there something else going on here? If that's all it is then adding short rest abilities as opposed to picking one of the stacking and scaling at-will options is almost always going to be a trap. </p><p></p><p></p><p></p><p>Maybe I've misunderstood your at will abilities as well. You are saying they don't actually stack with each other but instead that you can only use one a turn?</p><p></p><p></p><p></p><p>One way around the not getting something to trigger is is to give a lot of abilities with various triggers so that one is almost always bound to occur and it's just part of life when it doesn't (similar to rogues sneak attack sometimes not being able to occur)</p><p></p><p></p><p></p><p>That's another potential way to do it. End of turn to end of turn timeframe with a once a turn limit. That could work.</p><p></p><p></p><p></p><p></p><p>I still don't get the fascination with trying this to int mod. We are making a warlord not a solely tactical warlord. My basic abilities (especially the more inspirational ones) shouldn't require INT to function best and this int mod on uses basically forces that.</p><p> </p><p></p><p>Okay, so these are at will style abilities. This solves a lot of my concerns as these abilities scale but don't stack. Every point you spend ends up being an either/or option.</p><p></p><p>However, there are still a few things. My first major concern is that you are level gating some of these abilities when it's a single resource pool you get to spend on them which makes it feel like the higher level gated abilities should be stronger when they should actually be equal (or else why worry about the lower tier abilities).</p><p></p><p>Healing, even gated by hit dice should not be at will. At level 6 you would be able to instandly fully heal 2 party members from 0 hp in the same turn. It's not just a problem with your particular implementation of at-will healing. Healing simply must have a per rest limitation on it.</p><p></p><p>The skill boost one concerns me if it's not left to a combat only use (not many skills get used in combat so I don't see any particular issue with it at this time)</p><p></p><p>Defense Boost actually works fine and scaled about how we would expect a damage reduction ability to scale.</p><p></p><p>Initiative boost works if you give the warlord a set of points when initiative is rolled that can be used before his first turn. I'm not sure we want to do that but it's an option</p><p></p><p>Save Penalty - no just no. </p><p></p><p></p><p></p><p></p><p></p><p>Precision Command is interesting</p><p></p><p>What are some of the encounter or long rest style save abilities?</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7379123, member: 6795602"] This is not about scaling. I get they can increase in power. I get they When you say the short rest abilities stack I'm not seeing it. Maybe you can elaborate but to me it just sounds like you get a bunch of short rest options with an independent fixed amount of times you can use that pool of abilities. Is there something else going on here? If that's all it is then adding short rest abilities as opposed to picking one of the stacking and scaling at-will options is almost always going to be a trap. Maybe I've misunderstood your at will abilities as well. You are saying they don't actually stack with each other but instead that you can only use one a turn? One way around the not getting something to trigger is is to give a lot of abilities with various triggers so that one is almost always bound to occur and it's just part of life when it doesn't (similar to rogues sneak attack sometimes not being able to occur) That's another potential way to do it. End of turn to end of turn timeframe with a once a turn limit. That could work. I still don't get the fascination with trying this to int mod. We are making a warlord not a solely tactical warlord. My basic abilities (especially the more inspirational ones) shouldn't require INT to function best and this int mod on uses basically forces that. Okay, so these are at will style abilities. This solves a lot of my concerns as these abilities scale but don't stack. Every point you spend ends up being an either/or option. However, there are still a few things. My first major concern is that you are level gating some of these abilities when it's a single resource pool you get to spend on them which makes it feel like the higher level gated abilities should be stronger when they should actually be equal (or else why worry about the lower tier abilities). Healing, even gated by hit dice should not be at will. At level 6 you would be able to instandly fully heal 2 party members from 0 hp in the same turn. It's not just a problem with your particular implementation of at-will healing. Healing simply must have a per rest limitation on it. The skill boost one concerns me if it's not left to a combat only use (not many skills get used in combat so I don't see any particular issue with it at this time) Defense Boost actually works fine and scaled about how we would expect a damage reduction ability to scale. Initiative boost works if you give the warlord a set of points when initiative is rolled that can be used before his first turn. I'm not sure we want to do that but it's an option Save Penalty - no just no. Precision Command is interesting What are some of the encounter or long rest style save abilities? [/QUOTE]
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