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Warlord 4th Edition Conversion
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<blockquote data-quote="WaywardWaffle" data-source="post: 6761441" data-attributes="member: 6802518"><p>It is a bonus action. I was also considering the maneuvers but I wanted to differentiate it from the Battlemaster which can already take on a heavy support role. Also as it is it is somewhat restricted to what the 4th edition archetypes did, ie. one focused on attack and move, the other on damage and defense. If I gave a massive list of tactics to choose from it'd have to be at least 10 to choose from for each archetype to keep that restriction in place, and with that many tactics you'd get plenty that are extremely strong compared to the others and it'd end up unbalanced.</p><p></p><p></p><p>Excellent point, I was aware of that but completely forgot. I'll edit it to Constitution and Intelligence or Charisma. </p><p></p><p></p><p></p><p>This one... is a bit tougher. I fiddled around with these two abilities quite a lot and here's my reasoning for them being as they are right now.</p><p></p><p>First Restore Morale: Spellcasting is ALWAYS strong, that's just a universal thing among classes and that's why every class has a spellcasting archetype. I wanted the Commander to have that same level of strength of spellcasting so the class as a whole didn't end up with the current Fighter Champion/Battlemaster power difference. So I borrowed a druid at-will from 4th edition that uses wisdom mod for the same effect. I feel like the ability as a whole is solid but DOES need some limitation, you're right. For now though I believe it does scale well. 5 max temp HP isn't a lot at higher levels, it's still fairly strong, but temporary HP doesn't stack. I think with the extra attacks as the commander levels up it gives a natural way for the ability to scale to higher levels. If you have recommendations for balancing this ability without making the magical archetype completely overshadow the commander then please do share.</p><p></p><p>Second, Rally: This was also a fairly hard ability to implement properly. The Warlord has a lotttt of stuff it needs to be doing. I've built the class to encourage a low strength or dexterity mod because the Warlord has so much to do. A character has to be right in the front line taking heavy attacks, using charisma/intelligence to bolster allies, and needs to be basically everywhere at once. With this in mind I am almost certain strength or dexterity would end up as a dump stat and the commander would be very weak on it's actual combat front anyways, so I'll just lean into it, in a sense. So this was a fairly interesting flavour-wise ability. I think it keeps the Warlord moving all around the battlefield as it should, and gives it a way to land attacks with a low mod. Again, if you, or anyone else, has a recommendation for a rework of the ability by all means share it please.</p></blockquote><p></p>
[QUOTE="WaywardWaffle, post: 6761441, member: 6802518"] It is a bonus action. I was also considering the maneuvers but I wanted to differentiate it from the Battlemaster which can already take on a heavy support role. Also as it is it is somewhat restricted to what the 4th edition archetypes did, ie. one focused on attack and move, the other on damage and defense. If I gave a massive list of tactics to choose from it'd have to be at least 10 to choose from for each archetype to keep that restriction in place, and with that many tactics you'd get plenty that are extremely strong compared to the others and it'd end up unbalanced. Excellent point, I was aware of that but completely forgot. I'll edit it to Constitution and Intelligence or Charisma. This one... is a bit tougher. I fiddled around with these two abilities quite a lot and here's my reasoning for them being as they are right now. First Restore Morale: Spellcasting is ALWAYS strong, that's just a universal thing among classes and that's why every class has a spellcasting archetype. I wanted the Commander to have that same level of strength of spellcasting so the class as a whole didn't end up with the current Fighter Champion/Battlemaster power difference. So I borrowed a druid at-will from 4th edition that uses wisdom mod for the same effect. I feel like the ability as a whole is solid but DOES need some limitation, you're right. For now though I believe it does scale well. 5 max temp HP isn't a lot at higher levels, it's still fairly strong, but temporary HP doesn't stack. I think with the extra attacks as the commander levels up it gives a natural way for the ability to scale to higher levels. If you have recommendations for balancing this ability without making the magical archetype completely overshadow the commander then please do share. Second, Rally: This was also a fairly hard ability to implement properly. The Warlord has a lotttt of stuff it needs to be doing. I've built the class to encourage a low strength or dexterity mod because the Warlord has so much to do. A character has to be right in the front line taking heavy attacks, using charisma/intelligence to bolster allies, and needs to be basically everywhere at once. With this in mind I am almost certain strength or dexterity would end up as a dump stat and the commander would be very weak on it's actual combat front anyways, so I'll just lean into it, in a sense. So this was a fairly interesting flavour-wise ability. I think it keeps the Warlord moving all around the battlefield as it should, and gives it a way to land attacks with a low mod. Again, if you, or anyone else, has a recommendation for a rework of the ability by all means share it please. [/QUOTE]
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