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Lets design a Warlord for 5th edition
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<blockquote data-quote="FrogReaver" data-source="post: 7380021" data-attributes="member: 6795602"><p>Here's the biggest issue. We are trying to create a warlord that has fairly broad appeal, that keeps the flavor and the iconic abilities while remaining balanced in 5e. The more mechanics that people may inherently dislike the more issues you will have with your version of the warlord seeing play. </p><p></p><p>Modifying enemy saving throws especially on an at-will basis is going to be a major point of contention. </p><p></p><p>I'm open to abilities that increase spell damage, to abilities that increase cantrip attack rolls or damage. I find abilities that can lower spell DC to be problematic. I could explain why bane (the level 1 spell that lowers save DC is generally considered worthless) but I'd rather point to the fact that the only other ability that messes with enemy saves I can think of is the portent ability for a divination wizard and that ability alone is enough to make him debatably the best wizard subclass. All in all the 5e designers steered very clear of abilities that messed with saving throws and I tend to think it was for a good reason. </p><p></p><p>I would be open to a subclass that modifies spell DC's on a limited basis.</p><p></p><p>Using hit dice for healing is going to be another major point of contention. Placing a daily limit on how many you can allow is a good starting point though. But 2 things.</p><p>1. It seems to me like if we have a daily limit and a per turn limit then why does it even need to be fueled by hit dice? What's the purpose of tying the healing to the hit dice at that point? Is it flavor? Do you think hit dice healing will be more easily accepted by the community? </p><p></p><p>2. If choosing the healing option is going to be an ability choice and it grants this amazing extra daily resource that you don't get to use on anything else then you've turned the healing option into a must take. It goes back to the question earlier about how you balance at-will and per rest powers in your system. In this case choosing the healing option actually increases power because it can be used out of combat and all your other at-will abilities can be used in combat for a net increase to your daily contributions to the party as opposed to the warlord that didn't take your now daily healing ability.</p><p></p><p>***We have to be really careful not to backtrack and solve new issues with solutions that we ruled out at previous stages due to the pain points they bring to our design.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7380021, member: 6795602"] Here's the biggest issue. We are trying to create a warlord that has fairly broad appeal, that keeps the flavor and the iconic abilities while remaining balanced in 5e. The more mechanics that people may inherently dislike the more issues you will have with your version of the warlord seeing play. Modifying enemy saving throws especially on an at-will basis is going to be a major point of contention. I'm open to abilities that increase spell damage, to abilities that increase cantrip attack rolls or damage. I find abilities that can lower spell DC to be problematic. I could explain why bane (the level 1 spell that lowers save DC is generally considered worthless) but I'd rather point to the fact that the only other ability that messes with enemy saves I can think of is the portent ability for a divination wizard and that ability alone is enough to make him debatably the best wizard subclass. All in all the 5e designers steered very clear of abilities that messed with saving throws and I tend to think it was for a good reason. I would be open to a subclass that modifies spell DC's on a limited basis. Using hit dice for healing is going to be another major point of contention. Placing a daily limit on how many you can allow is a good starting point though. But 2 things. 1. It seems to me like if we have a daily limit and a per turn limit then why does it even need to be fueled by hit dice? What's the purpose of tying the healing to the hit dice at that point? Is it flavor? Do you think hit dice healing will be more easily accepted by the community? 2. If choosing the healing option is going to be an ability choice and it grants this amazing extra daily resource that you don't get to use on anything else then you've turned the healing option into a must take. It goes back to the question earlier about how you balance at-will and per rest powers in your system. In this case choosing the healing option actually increases power because it can be used out of combat and all your other at-will abilities can be used in combat for a net increase to your daily contributions to the party as opposed to the warlord that didn't take your now daily healing ability. ***We have to be really careful not to backtrack and solve new issues with solutions that we ruled out at previous stages due to the pain points they bring to our design. [/QUOTE]
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