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Warlording the fighter
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<blockquote data-quote="tuxgeo" data-source="post: 6691930" data-attributes="member: 61026"><p>I'll take a preliminary shot at criticism. To do that, I'm going to summarize each one of the items for the sake of my own easier reference. </p><p></p><p>Looking over the whole list so far, I see that "Tactical Leader" is far more complicated than the others. I expect that this is a result of the effort to balance this feature; but I would expect WotC to hack and slash that one the most for the purposes of keeping 5E as smooth, quick, simple, and easy a game as they can. </p><p></p><p></p><p>"Command Presence" seems poorly designed to me. It reminds me of columnist George Will's famous description of American Football: "Violence punctuated by committee meetings." </p><p>I would prefer to see it implemented in such a way that one player is designated as the one to decide how to use this feature. For simplicity's sake, I think the player of the Warlord should be the one to make the call: as I understand it, commanders make their decisions themselves. <em>(However, that doesn't mean that the Warlord's player cannot listen to suggestions from other players at the table. . . .)</em></p><p></p><p></p><p>More like "Inspiring Restoration?" This may be trying to do too many different things in one feature. </p><p>Also, it might be better to add rather than multiply to get the number of hit points regained. One way might be to add 1d6 to the HP regained through this feature when the Warlord reaches each of 5th, 11th, and 17th Warlord levels (yes, copying the schedule of damaging Cantrips); however, that disregards the need to have this feature heal more HP for higher-level characters than for lower-level characters.</p><p></p><p></p><p>Mostly very good. My one quibble would be, again, the multiplication instead of addition to calculate regained HP.</p><p></p><p></p><p>If it's each one of those resources per round, isn't that going to slow down play? </p><p>How about letting the player of the Warlord choose one each round? Would that work nearly as well? </p><p></p><p></p><p>Really nice! If Specific still trumps General, it should be alright if one class can take more bonus actions than the general limit of one per round for everybody else.</p><p></p><p></p><p>Does this stack with a cleric's Guidance? If so, it's quite powerful. Good to have.</p><p></p><p></p><p>Is this meant to expand the effect of the "Command Presence" feature? It doesn't say. </p><p></p><p></p><p>Quite powerful. If the starting level for this feature is high enough, it shouldn't be any problem that the Warlord character can choose which of several effects to use.</p></blockquote><p></p>
[QUOTE="tuxgeo, post: 6691930, member: 61026"] I'll take a preliminary shot at criticism. To do that, I'm going to summarize each one of the items for the sake of my own easier reference. Looking over the whole list so far, I see that "Tactical Leader" is far more complicated than the others. I expect that this is a result of the effort to balance this feature; but I would expect WotC to hack and slash that one the most for the purposes of keeping 5E as smooth, quick, simple, and easy a game as they can. "Command Presence" seems poorly designed to me. It reminds me of columnist George Will's famous description of American Football: "Violence punctuated by committee meetings." I would prefer to see it implemented in such a way that one player is designated as the one to decide how to use this feature. For simplicity's sake, I think the player of the Warlord should be the one to make the call: as I understand it, commanders make their decisions themselves. [I](However, that doesn't mean that the Warlord's player cannot listen to suggestions from other players at the table. . . .)[/I] More like "Inspiring Restoration?" This may be trying to do too many different things in one feature. Also, it might be better to add rather than multiply to get the number of hit points regained. One way might be to add 1d6 to the HP regained through this feature when the Warlord reaches each of 5th, 11th, and 17th Warlord levels (yes, copying the schedule of damaging Cantrips); however, that disregards the need to have this feature heal more HP for higher-level characters than for lower-level characters. Mostly very good. My one quibble would be, again, the multiplication instead of addition to calculate regained HP. If it's each one of those resources per round, isn't that going to slow down play? How about letting the player of the Warlord choose one each round? Would that work nearly as well? Really nice! If Specific still trumps General, it should be alright if one class can take more bonus actions than the general limit of one per round for everybody else. Does this stack with a cleric's Guidance? If so, it's quite powerful. Good to have. Is this meant to expand the effect of the "Command Presence" feature? It doesn't say. Quite powerful. If the starting level for this feature is high enough, it shouldn't be any problem that the Warlord character can choose which of several effects to use. [/QUOTE]
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