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General Tabletop Discussion
Character Builds & Optimization
"Warlord" build for D&Dnext
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<blockquote data-quote="Draffyr" data-source="post: 6148635" data-attributes="member: 6747169"><p>[MENTION=6696971]Manbearcat[/MENTION] That was pretty well done, and a good starting point for a class I would be happy to play. I've never made a class of my own and I don't know much about class design (I'm not even sure what's considered a class's chassis), but I have a couple thoughts about what you made. It sounds like your attempt wasn't meant to be too complete as yet, but I still think it has some key things about Warlords that people would discuss when it comes to building a class, so I'm going to go ahead and talk about them.</p><p></p><p>First is the healing. I know Clerics don't spend all day healing, but it looks like the Warlord as you made it will be quickly outpaced by a Cleric in damage mitigation (if that's an alright blanket term to use for healing and damage reduction). I'm not one that thinks Warlords need to be just as good as Clerics with damage mitigating abilities--I'd like to see a Warlord with something, at least, but I'd still play a Warlord without healing or damage mitigation--but the disparity is noticeable at first level, and it can get fairly extreme later on when a Cleric can use any level spell slot to cast Cure Wounds. The Shrug It Off is also much more situational than something like Cure Wounds, especially at first level: reducing 10/20 (or 15/30, to update it to later packets) damage from a single attack seems wasted when several weaker enemies are whittling away on someone for 2 or 3 damage per attack. It does have a major advantage in outright negating a big hit from an enemy, which can keep an ally from dying without having to spend a round getting them back up, but I'm not sure saving an action is worth losing overall versatility.</p><p></p><p>Second, I'm not sure about the attack bonus you have, which is kind of nit-picky, I know, but it doesn't quite seem to fit the theme for me. There are exceptions in fantasy stories, but in the real world and in a lot of fiction, the leader is more focused on tactics and keeping everyone organized and motivated. A lot of times they're experienced soldiers, but their fighting skills tend to have taken a back seat to leadership, so I would give them the Cleric/Rogue attack bonus. With that, I could see adding some abilities that don't include the Warlord making an attack, but the class would still give a pretty good chance to hit, so players would have a choice of leading from the back without a weapon, using a ranged weapon, or going melee.</p><p></p><p>Lastly, I think Battle Captain's Tactics and That's an Order would be prime material for subclasses. It could be like Cleric's deity choice affecting their cantrips and channel divinity. I could see it being one set BCT and TAO plus another of each that the character chooses. I'd be happy doing that if this were an official class, but others might want subclasses that are more open to choices, or more premade with fewer choices.</p><p></p><p>So there are my ideas. I've been thinking about those things myself already--frequency and intensity of healing, attack bonus and play styles, and how the subclasses would work--so I figured I'd give my thoughts on them and see if it helps keep the conversation going.</p></blockquote><p></p>
[QUOTE="Draffyr, post: 6148635, member: 6747169"] [MENTION=6696971]Manbearcat[/MENTION] That was pretty well done, and a good starting point for a class I would be happy to play. I've never made a class of my own and I don't know much about class design (I'm not even sure what's considered a class's chassis), but I have a couple thoughts about what you made. It sounds like your attempt wasn't meant to be too complete as yet, but I still think it has some key things about Warlords that people would discuss when it comes to building a class, so I'm going to go ahead and talk about them. First is the healing. I know Clerics don't spend all day healing, but it looks like the Warlord as you made it will be quickly outpaced by a Cleric in damage mitigation (if that's an alright blanket term to use for healing and damage reduction). I'm not one that thinks Warlords need to be just as good as Clerics with damage mitigating abilities--I'd like to see a Warlord with something, at least, but I'd still play a Warlord without healing or damage mitigation--but the disparity is noticeable at first level, and it can get fairly extreme later on when a Cleric can use any level spell slot to cast Cure Wounds. The Shrug It Off is also much more situational than something like Cure Wounds, especially at first level: reducing 10/20 (or 15/30, to update it to later packets) damage from a single attack seems wasted when several weaker enemies are whittling away on someone for 2 or 3 damage per attack. It does have a major advantage in outright negating a big hit from an enemy, which can keep an ally from dying without having to spend a round getting them back up, but I'm not sure saving an action is worth losing overall versatility. Second, I'm not sure about the attack bonus you have, which is kind of nit-picky, I know, but it doesn't quite seem to fit the theme for me. There are exceptions in fantasy stories, but in the real world and in a lot of fiction, the leader is more focused on tactics and keeping everyone organized and motivated. A lot of times they're experienced soldiers, but their fighting skills tend to have taken a back seat to leadership, so I would give them the Cleric/Rogue attack bonus. With that, I could see adding some abilities that don't include the Warlord making an attack, but the class would still give a pretty good chance to hit, so players would have a choice of leading from the back without a weapon, using a ranged weapon, or going melee. Lastly, I think Battle Captain's Tactics and That's an Order would be prime material for subclasses. It could be like Cleric's deity choice affecting their cantrips and channel divinity. I could see it being one set BCT and TAO plus another of each that the character chooses. I'd be happy doing that if this were an official class, but others might want subclasses that are more open to choices, or more premade with fewer choices. So there are my ideas. I've been thinking about those things myself already--frequency and intensity of healing, attack bonus and play styles, and how the subclasses would work--so I figured I'd give my thoughts on them and see if it helps keep the conversation going. [/QUOTE]
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