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Lets design a Warlord for 5th edition
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<blockquote data-quote="FrogReaver" data-source="post: 7382953" data-attributes="member: 6795602"><p>No idea how you seen this applying to anything in the part of my post you quoted...</p><p></p><p></p><p></p><p>1. Sure, just like hold person is only a single wizard spell out of a list of probably 100. Yet it still finds it's way on the spell lists of many wizards...</p><p>The bottom line is that you have no evidence about what most warlords had or didn't have.</p><p></p><p></p><p></p><p>Okay, so at least you aren't throwing out abilities like attack granting but instead placing them inside a subclass. I can't say I agree with that assessment but I'm okay with waiting to see the subclasses before making a final judgment.</p><p></p><p></p><p></p><p></p><p>It meets the bar conceptually. Mechanically I haven't looked at yet and that's where you will get the most grief for a 5e class is in mechanical balance IME.</p><p></p><p></p><p></p><p>Poorly. It leaves off at least half or maybe more of the core concept around the class. Inspiration may be more of a defining trait than sounds tactics... it's at least debatable. So leaving off anything inspiring or relegating it solely to a subclass harms the concept of the class.</p><p></p><p></p><p></p><p>Sure, I only map out the first 5ish levels because if those can be gotten right then the rest of everything will relatively easily fall into place.</p><p></p><p>The basic concept is that the Warlord will have a number of once per round at will abilities that will scale as he levels. I've called the ability Warlord's Aid in the past but I'm not super excited about the name.</p><p></p><p>Level 1 - Warlord's Aid. Pick 3 of the following abilities. You may use Warlord's Aid once per round even on an ally or enemies turn. Unless noted otherwise the ability requires no action. The abilities automatically increase in effect at level 5 and level 11. The abilities often require a trigger to take place before the ability can be used. You learn additional Aid abilities as you level. At level 5 you gain an additional 1. At level 11 you gain an additional 1. You may also retrain Aid powers anytime you gain a new level in the Warlord Class. </p><p></p><p>Example ability -</p><p>Empowering Strike: </p><p>Trigger: When you attack an enemy</p><p>Level 1 Effect: If you hit you may grant an ally an extra 1d6 damage on his first attack against the enemy</p><p>Level 5 Effect: If you hit you may grant an ally an extra 2d6 damage on his first attack against the enemy</p><p>Level 11 Effect: If you hit you may grant an ally an extra 3d6 damage on his first attack against the enemy</p><p>Warlord Point: You grant the ally advantage on his first attack.</p><p></p><p>Inspiring Shout</p><p>Trigger: When an ally is hit</p><p>...</p><p></p><p>Level 2: subclass ability</p><p></p><p>Level 3: Gain 5 Warlord Points per long rest. Each warlord point may be used to grant a Warlord's Aid ability an extra effect that's listed in the power</p><p></p><p>Level 4: ASI</p><p></p><p>Level 5: Warlord's Aid improvement</p><p></p><p>Level 6: subclass ability</p><p></p><p>Level 7: Warlord point improvement</p><p></p><p>...</p><p></p><p>Balance needs worked on a little</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7382953, member: 6795602"] No idea how you seen this applying to anything in the part of my post you quoted... 1. Sure, just like hold person is only a single wizard spell out of a list of probably 100. Yet it still finds it's way on the spell lists of many wizards... The bottom line is that you have no evidence about what most warlords had or didn't have. Okay, so at least you aren't throwing out abilities like attack granting but instead placing them inside a subclass. I can't say I agree with that assessment but I'm okay with waiting to see the subclasses before making a final judgment. It meets the bar conceptually. Mechanically I haven't looked at yet and that's where you will get the most grief for a 5e class is in mechanical balance IME. Poorly. It leaves off at least half or maybe more of the core concept around the class. Inspiration may be more of a defining trait than sounds tactics... it's at least debatable. So leaving off anything inspiring or relegating it solely to a subclass harms the concept of the class. Sure, I only map out the first 5ish levels because if those can be gotten right then the rest of everything will relatively easily fall into place. The basic concept is that the Warlord will have a number of once per round at will abilities that will scale as he levels. I've called the ability Warlord's Aid in the past but I'm not super excited about the name. Level 1 - Warlord's Aid. Pick 3 of the following abilities. You may use Warlord's Aid once per round even on an ally or enemies turn. Unless noted otherwise the ability requires no action. The abilities automatically increase in effect at level 5 and level 11. The abilities often require a trigger to take place before the ability can be used. You learn additional Aid abilities as you level. At level 5 you gain an additional 1. At level 11 you gain an additional 1. You may also retrain Aid powers anytime you gain a new level in the Warlord Class. Example ability - Empowering Strike: Trigger: When you attack an enemy Level 1 Effect: If you hit you may grant an ally an extra 1d6 damage on his first attack against the enemy Level 5 Effect: If you hit you may grant an ally an extra 2d6 damage on his first attack against the enemy Level 11 Effect: If you hit you may grant an ally an extra 3d6 damage on his first attack against the enemy Warlord Point: You grant the ally advantage on his first attack. Inspiring Shout Trigger: When an ally is hit ... Level 2: subclass ability Level 3: Gain 5 Warlord Points per long rest. Each warlord point may be used to grant a Warlord's Aid ability an extra effect that's listed in the power Level 4: ASI Level 5: Warlord's Aid improvement Level 6: subclass ability Level 7: Warlord point improvement ... Balance needs worked on a little [/QUOTE]
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