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General Tabletop Discussion
Character Builds & Optimization
"Warlord" build for D&Dnext
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 6145782" data-attributes="member: 710"><p>There are several aspects to the Warlord and the Leader role.</p><p></p><p>1) It can replace a Cleric as the party "healer". </p><p>This was probably one of the foremost mechanical motivations behind the class - if your setting doesn't have room for Clerics, or your players just don't like Clerics, the Warlord (and other classes) where the alternative.</p><p>2) A leader often lead by rewarding taking certain actions. For example, if you give a +4 bonus to damage against a particular enemy, that means there is a reward for attacking that enemy. </p><p>3) The Warlord could serve as the "tactical mastermind" of the group. That's what the Tactical Warlord is all about. </p><p>4) The Warlord could serve as the centre of the group, the one that inspires and motivates (whether he actually leads is another matter). That's what the Inspiring and Bravura Warlords where all about. </p><p></p><p>It also had neat gimmicks - like abilities that let other players act instead of the Warlord. </p><p></p><p>---</p><p></p><p>I think the last 2 are really the ones that make the subclasses. They might also be mappable to offense vs defenses, but not necessarily so.</p><p>The "Tactician" subclass is intelligence focus and should probably play around a lot with positioning (in so far as it is relevant for D&D Next) or maybe the advantage mechanic.</p><p>The "Inspiration" subclass would be charisma-focused and be about buffing actions and helping people overcome injuries or negative effects. Basically he's the one that will help to free the Fighter from the domination spell.</p><p>There could also be an "obedience" subclass (which obviously won't fly with every party and player composition), which would grant bonuses if the party members do as he asks. </p><p></p><p>The Warlord could be a Fighter, but it could also be its own class.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 6145782, member: 710"] There are several aspects to the Warlord and the Leader role. 1) It can replace a Cleric as the party "healer". This was probably one of the foremost mechanical motivations behind the class - if your setting doesn't have room for Clerics, or your players just don't like Clerics, the Warlord (and other classes) where the alternative. 2) A leader often lead by rewarding taking certain actions. For example, if you give a +4 bonus to damage against a particular enemy, that means there is a reward for attacking that enemy. 3) The Warlord could serve as the "tactical mastermind" of the group. That's what the Tactical Warlord is all about. 4) The Warlord could serve as the centre of the group, the one that inspires and motivates (whether he actually leads is another matter). That's what the Inspiring and Bravura Warlords where all about. It also had neat gimmicks - like abilities that let other players act instead of the Warlord. --- I think the last 2 are really the ones that make the subclasses. They might also be mappable to offense vs defenses, but not necessarily so. The "Tactician" subclass is intelligence focus and should probably play around a lot with positioning (in so far as it is relevant for D&D Next) or maybe the advantage mechanic. The "Inspiration" subclass would be charisma-focused and be about buffing actions and helping people overcome injuries or negative effects. Basically he's the one that will help to free the Fighter from the domination spell. There could also be an "obedience" subclass (which obviously won't fly with every party and player composition), which would grant bonuses if the party members do as he asks. The Warlord could be a Fighter, but it could also be its own class. [/QUOTE]
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