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Warlording the fighter
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<blockquote data-quote="Leatherhead" data-source="post: 6692851" data-attributes="member: 53176"><p>Well ok, I guess if you insist:</p><p></p><p><strong>Command Presence:</strong>Being a support character is one thing, but requiring the entire group to reach some kind of consensus in order to use your own power is almost like not playing a character at all. Just make the Warlord the sole arbiter of the bonus, it streamlines the combat process, engages the warlord's player, and avoids the nasty situations where one or more players aren't syncing up with the rest of the group. Ranged help as a reaction is a good place to start for a warlord at any rate.</p><p></p><p><strong>Inspiring Word:</strong> What kind of action is this, a bonus action I hope? Being able to lead the party (i.e. buff or heal) and stab something in the same turn was kind of the Warlords thing, despite the birth of the lazylord later down the line. Well, I guess it was more accurately 4Es thing, but the Warlord was <em>the</em> 4E class personified, so it's to be expected. </p><p>It's also all over the place in terms of flavor VS mechanics. Why does it heal actual hp, but only above 0? Why not just make it Temp HP, which accomplishes the same effect? Is it necessary to distinguish non-magical fear, and is non-magical fear common enough to warrant such a clause? Exhaustion isn't quite as abstract as HP is, which could cause conflict if you are going for a strictly "non-magical" Warlord. And finally why WIS, shouldn't it be INT?</p><p></p><p><strong>Call of Restoration:</strong> The deafened exclusion is a bit over limiting. It should be tied into inspiring word somehow, it seems like a leveled up power to be sure, allowing it to remove other conditions would be nice as well.</p><p></p><p><strong>Tactical Leader: </strong> This is exactly the kind of thing I was worried about. Actions are extremely tight in 5e. A bonus action to trigger a reaction is kind of scale where this type of power should start. </p><p></p><p><strong>Bonus Action:</strong> This is strangely worded. You can already take a bonus action once a turn. Is this intended to give a total of 2 or 3 at level 13? I'm not entirely against giving someone an extra bonus action as a power, but it's worth noting how exceptional such a power would be, limiting the extra bonus action(s) to just warlord exclusive powers would be a good way to limit abuse. Also, did you mean an attack action or a bonus attack, there is quite a bit of difference. How many attacks is a warlord supposed to have anyway? </p><p></p><p><strong>Action Inspiration</strong> This is just basically cribbing from the bard. Maybe this could be replaced with something a bit different, like a power that removes disadvantage somehow, allowing people to get the full use of advantage even when the chips are down? Could be the leveled up form of Command Presence.</p><p></p><p><strong>Strategic Leader: </strong> Mass Inspiring Word. That brings the signature Warlord power up to a full three tiers of play with a decent capstone concept.</p><p></p><p><strong>Command Actions: </strong> I would have to see these to judge them, but you could take all the weirdness from Tactical Leader then hard code it with limited resources and restrictions to fill this list up.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 6692851, member: 53176"] Well ok, I guess if you insist: [B]Command Presence:[/B]Being a support character is one thing, but requiring the entire group to reach some kind of consensus in order to use your own power is almost like not playing a character at all. Just make the Warlord the sole arbiter of the bonus, it streamlines the combat process, engages the warlord's player, and avoids the nasty situations where one or more players aren't syncing up with the rest of the group. Ranged help as a reaction is a good place to start for a warlord at any rate. [B]Inspiring Word:[/B] What kind of action is this, a bonus action I hope? Being able to lead the party (i.e. buff or heal) and stab something in the same turn was kind of the Warlords thing, despite the birth of the lazylord later down the line. Well, I guess it was more accurately 4Es thing, but the Warlord was [I]the[/I] 4E class personified, so it's to be expected. It's also all over the place in terms of flavor VS mechanics. Why does it heal actual hp, but only above 0? Why not just make it Temp HP, which accomplishes the same effect? Is it necessary to distinguish non-magical fear, and is non-magical fear common enough to warrant such a clause? Exhaustion isn't quite as abstract as HP is, which could cause conflict if you are going for a strictly "non-magical" Warlord. And finally why WIS, shouldn't it be INT? [B]Call of Restoration:[/B] The deafened exclusion is a bit over limiting. It should be tied into inspiring word somehow, it seems like a leveled up power to be sure, allowing it to remove other conditions would be nice as well. [B]Tactical Leader: [/B] This is exactly the kind of thing I was worried about. Actions are extremely tight in 5e. A bonus action to trigger a reaction is kind of scale where this type of power should start. [B]Bonus Action:[/B] This is strangely worded. You can already take a bonus action once a turn. Is this intended to give a total of 2 or 3 at level 13? I'm not entirely against giving someone an extra bonus action as a power, but it's worth noting how exceptional such a power would be, limiting the extra bonus action(s) to just warlord exclusive powers would be a good way to limit abuse. Also, did you mean an attack action or a bonus attack, there is quite a bit of difference. How many attacks is a warlord supposed to have anyway? [b]Action Inspiration[/b] This is just basically cribbing from the bard. Maybe this could be replaced with something a bit different, like a power that removes disadvantage somehow, allowing people to get the full use of advantage even when the chips are down? Could be the leveled up form of Command Presence. [B]Strategic Leader: [/B] Mass Inspiring Word. That brings the signature Warlord power up to a full three tiers of play with a decent capstone concept. [B]Command Actions: [/B] I would have to see these to judge them, but you could take all the weirdness from Tactical Leader then hard code it with limited resources and restrictions to fill this list up. [/QUOTE]
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