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<blockquote data-quote="jodyjohnson" data-source="post: 6875733" data-attributes="member: 5590"><p>Going to move <a href="http://www.enworld.org/forum/showthread.php?480932-Reviews-of-Warlordish-options-Starting-with-the-Noble/page4&p=6874459&viewfull=1#post6874459" target="_blank">Mellored's Review</a> here:</p><p></p><p></p><p></p><p>The bonds of friendship serves only 2 purposes: player agency and a "Bless"-like limit for buff powers. Completely ditchable if those aren't issues. Or this could be ditched and the buff powers just say: up to 3, 4, or 5 allies depending on tier (Command bonus plus 2). This actually became less clear with a recent revision - 3 active Bonded allies, 4 at Paragon (11), 5 at Epic tier (17). You can have a "Friends" list that has as many as you want to manage.</p><p></p><p>Like the Holy-roller Paladin, the Bring-out-your-dead Necromancer, the Son-of-the-Devil Warlock, and the Kender rogue there probably needs to be some group buy-in for the class to really play well.</p><p></p><p></p><p></p><p>Spend Hit Dice and add Inspiration bonus instead of Con bonus per dice. So at 8th with Charisma bonus +2, up to 4 x (1d8+3)</p><p>But still it is an emergency heal since you are shorting yourself HD for healing later. Kind of what Mearls referred to in as a Nova style use of HD in reference to <u>Blood Magic</u> - just like blowing your best spell slots on in combat healing.</p><p></p><p></p><p></p><p>For myself the essence of the unrepresented Warlord is support and aiding others whether animal or humanoid. The Battle Master can cover the lead from the front Tactical Fighter 'Warlord'.</p><p>Within the 'support/director' warlord there is a broad spectrum of potential allies. I wanted to be able to do: Jasmine and Rajah, Beastmaster, Masterblaster, full lazy lord, a bard replacement, diva and bodyguard, a cleric replacement, a mount/rider combo, and the commander. All non-magical. I tried to use the same tools in each of the sub-classes with one defining trait per archetype.</p><p></p><p>Skald does not get Int to Damage - it is Command bonus - so +1 to all allied attacks until 11th, then +2 and +3 at Epic.</p><p></p><p></p><p></p><p>I'd like to revise it more for clarity where needed.</p><p></p><p></p><p></p><p>Ambiguity is kind of 5e's thing. But I'd still prefer to balance it better - kind of like a UA article, and not, "here it is - done".</p><p></p><p></p><p></p><p>Curious on what I'm not seeing here.</p><p></p><p></p><p></p><p></p><p>Opportunistic Strike is at-will attack trading. Attack for Basic Attack.</p><p></p><p></p><p></p><p>In many respects I like the Ki powered Marshal better than the Warlord but they are the same class with the words changed. Command Points=Ki, Commands=Encouragements.</p><p></p><p>I'd like to tighten up the balance. I'd compare with Barbarian, Fighter, Monk, and Rogue at the top end while making sure the animals companions are roughly Ranger grade and there are options for certain spells that would be missed without a real caster in the party. Bless, Revivify/Raise, Lesser Restoration, Greater Restoration, Guidance.</p><p></p><p>Chevalier could use more options when not mounted but with Giant Lizards as mounts from Out of the Abyss or JoLydee's Beasts of Battle you can pretty much be mounted anywhere. The potential lack of damage can be countered by using a Lance with Duelist style - 1d12+2. It is the least MAD of the options. Since you can blow off the mental stuff with little cost.</p><p></p><p>Kind of like the idea of charging in (mount movement), Lance attack, move closer, Strike on Mount (using rider's 2nd attack and bonus action plus mount's reaction) to potentially trigger trampling charge (mount bonus action), then Mount uses Disengage (mount action) to keep moving and potentially setup next charge. At 5th on a warhorse. Or with a warcat and a small rider for Pounce. Say 1d12+6 for the lance, 2d6+4 hoof then potential knock down and trample for 2d6+4.</p><p></p><p>Beast Handler has the potential for 4 companions at Epic but that's more lateral power since it is still limited to the Action economy. I think of it more use the right AC for the job - like the Weapon Master. It would probably pick up Inspirational Leader for the Temp HP but that's for more of a Lead from the back build.</p><p></p><p>Healer is a healer - probably more healing/mitigation than a Cleric but less flexibility. Combat healing isn't super important but it can still fight and drop some other Commands/buffs.</p><p></p><p>Diplomat depends heavily on party build. If the party is already using their reactions all the time it would probably be weak. But I'm not sure how everyone is getting their reaction to trigger for attacks all the time.</p><p></p><p>Commander is like a BM Fighter that gets their level 6 feat at 3rd with a lower HD and MAD. Wondering if I should add a 'selfish' damage add Command for those that want one - but they should probably just do a Battle Master.</p><p></p><p>Skald is weird since I'm not sure I wrap my head around the idea of playing music in combat. The music ties to a damage aura (like 3e Marshal). She can't play and cast a spell so I'm not sure what interaction with Bard there is. Maybe it needs a Concentration descriptor on the music.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6875733, member: 5590"] Going to move [URL="http://www.enworld.org/forum/showthread.php?480932-Reviews-of-Warlordish-options-Starting-with-the-Noble/page4&p=6874459&viewfull=1#post6874459"]Mellored's Review[/URL] here: The bonds of friendship serves only 2 purposes: player agency and a "Bless"-like limit for buff powers. Completely ditchable if those aren't issues. Or this could be ditched and the buff powers just say: up to 3, 4, or 5 allies depending on tier (Command bonus plus 2). This actually became less clear with a recent revision - 3 active Bonded allies, 4 at Paragon (11), 5 at Epic tier (17). You can have a "Friends" list that has as many as you want to manage. Like the Holy-roller Paladin, the Bring-out-your-dead Necromancer, the Son-of-the-Devil Warlock, and the Kender rogue there probably needs to be some group buy-in for the class to really play well. Spend Hit Dice and add Inspiration bonus instead of Con bonus per dice. So at 8th with Charisma bonus +2, up to 4 x (1d8+3) But still it is an emergency heal since you are shorting yourself HD for healing later. Kind of what Mearls referred to in as a Nova style use of HD in reference to [U]Blood Magic[/U] - just like blowing your best spell slots on in combat healing. For myself the essence of the unrepresented Warlord is support and aiding others whether animal or humanoid. The Battle Master can cover the lead from the front Tactical Fighter 'Warlord'. Within the 'support/director' warlord there is a broad spectrum of potential allies. I wanted to be able to do: Jasmine and Rajah, Beastmaster, Masterblaster, full lazy lord, a bard replacement, diva and bodyguard, a cleric replacement, a mount/rider combo, and the commander. All non-magical. I tried to use the same tools in each of the sub-classes with one defining trait per archetype. Skald does not get Int to Damage - it is Command bonus - so +1 to all allied attacks until 11th, then +2 and +3 at Epic. I'd like to revise it more for clarity where needed. Ambiguity is kind of 5e's thing. But I'd still prefer to balance it better - kind of like a UA article, and not, "here it is - done". Curious on what I'm not seeing here. Opportunistic Strike is at-will attack trading. Attack for Basic Attack. In many respects I like the Ki powered Marshal better than the Warlord but they are the same class with the words changed. Command Points=Ki, Commands=Encouragements. I'd like to tighten up the balance. I'd compare with Barbarian, Fighter, Monk, and Rogue at the top end while making sure the animals companions are roughly Ranger grade and there are options for certain spells that would be missed without a real caster in the party. Bless, Revivify/Raise, Lesser Restoration, Greater Restoration, Guidance. Chevalier could use more options when not mounted but with Giant Lizards as mounts from Out of the Abyss or JoLydee's Beasts of Battle you can pretty much be mounted anywhere. The potential lack of damage can be countered by using a Lance with Duelist style - 1d12+2. It is the least MAD of the options. Since you can blow off the mental stuff with little cost. Kind of like the idea of charging in (mount movement), Lance attack, move closer, Strike on Mount (using rider's 2nd attack and bonus action plus mount's reaction) to potentially trigger trampling charge (mount bonus action), then Mount uses Disengage (mount action) to keep moving and potentially setup next charge. At 5th on a warhorse. Or with a warcat and a small rider for Pounce. Say 1d12+6 for the lance, 2d6+4 hoof then potential knock down and trample for 2d6+4. Beast Handler has the potential for 4 companions at Epic but that's more lateral power since it is still limited to the Action economy. I think of it more use the right AC for the job - like the Weapon Master. It would probably pick up Inspirational Leader for the Temp HP but that's for more of a Lead from the back build. Healer is a healer - probably more healing/mitigation than a Cleric but less flexibility. Combat healing isn't super important but it can still fight and drop some other Commands/buffs. Diplomat depends heavily on party build. If the party is already using their reactions all the time it would probably be weak. But I'm not sure how everyone is getting their reaction to trigger for attacks all the time. Commander is like a BM Fighter that gets their level 6 feat at 3rd with a lower HD and MAD. Wondering if I should add a 'selfish' damage add Command for those that want one - but they should probably just do a Battle Master. Skald is weird since I'm not sure I wrap my head around the idea of playing music in combat. The music ties to a damage aura (like 3e Marshal). She can't play and cast a spell so I'm not sure what interaction with Bard there is. Maybe it needs a Concentration descriptor on the music. [/QUOTE]
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