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Lets design a Warlord for 5th edition
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<blockquote data-quote="mellored" data-source="post: 7396551" data-attributes="member: 6801209"><p>Key points from my homebrew playtesting.</p><p></p><p>1: Instant ("reaction") bonuses work really well. It leaves the spotlight on the other player.</p><p>1b: It's better to say "reduce the enemies AC" than "increase the allies attack".</p><p>1c: 2-3 "reactions" per round seems like a good baseline. With 5-6 "reactions" as a nova round.</p><p>1d: Avoid creating extra off-turn d20 rolls. Like saving throws to prevent an enemy from attacking.</p><p></p><p>2: Action to gain dice works really well. Really helps keeps things balanced with multi-classing.</p><p>2b: You need to start each battle with some dice. </p><p>2c: You need a way to use spend unspent dice. Otherwise, you feel bad when your allies all roll well and you can't use your abilities.</p><p> 2cb: Probably some big move that cost a lot (i.e. spend 5 dice to let all your allies take a full action) so you feel good that they all rolled well.</p><p></p><p>3: Dice are better than points. People like rolling dice and it keeps things a bit less predictable.</p><p>3b: Dice also help make each "reaction" more chunky. (helping solve point 1c).</p><p>3c: You can play with dice sizes, to allow different sub-builds to work better with different maneuvers. (Barbarian giving out a few d12's, while rogues have more d4's. Avoiding an OA cost 1 die, so it cost the rogue less).</p><p></p><p>4: There's a big power difference between before the roll and after the roll. Seems pretty promising as the level 11 feature.</p><p>4b: Bonuses to d20 rolls (attack, save, skills) automatically scale. Bonuses to HP/damage need to have built-in scaling.</p><p></p><p>5: Hit dice healing works just fine, even at-will. Though it's tricky to balance given how it scales.</p><p>5b: Healing 1 hit die at a time can be annoying with the "whack-a-mole" thing. No worse than healing word, but still not great.</p><p></p><p>6: Having different ways to gain dice can give each character a unique "class" flavor, but can also be fiddly. There's a balance here I failed to reach.</p><p></p><p></p><p></p><p>Might be a while before I get to try anything else.</p></blockquote><p></p>
[QUOTE="mellored, post: 7396551, member: 6801209"] Key points from my homebrew playtesting. 1: Instant ("reaction") bonuses work really well. It leaves the spotlight on the other player. 1b: It's better to say "reduce the enemies AC" than "increase the allies attack". 1c: 2-3 "reactions" per round seems like a good baseline. With 5-6 "reactions" as a nova round. 1d: Avoid creating extra off-turn d20 rolls. Like saving throws to prevent an enemy from attacking. 2: Action to gain dice works really well. Really helps keeps things balanced with multi-classing. 2b: You need to start each battle with some dice. 2c: You need a way to use spend unspent dice. Otherwise, you feel bad when your allies all roll well and you can't use your abilities. 2cb: Probably some big move that cost a lot (i.e. spend 5 dice to let all your allies take a full action) so you feel good that they all rolled well. 3: Dice are better than points. People like rolling dice and it keeps things a bit less predictable. 3b: Dice also help make each "reaction" more chunky. (helping solve point 1c). 3c: You can play with dice sizes, to allow different sub-builds to work better with different maneuvers. (Barbarian giving out a few d12's, while rogues have more d4's. Avoiding an OA cost 1 die, so it cost the rogue less). 4: There's a big power difference between before the roll and after the roll. Seems pretty promising as the level 11 feature. 4b: Bonuses to d20 rolls (attack, save, skills) automatically scale. Bonuses to HP/damage need to have built-in scaling. 5: Hit dice healing works just fine, even at-will. Though it's tricky to balance given how it scales. 5b: Healing 1 hit die at a time can be annoying with the "whack-a-mole" thing. No worse than healing word, but still not great. 6: Having different ways to gain dice can give each character a unique "class" flavor, but can also be fiddly. There's a balance here I failed to reach. Might be a while before I get to try anything else. [/QUOTE]
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