0-hr
Starship Cartographer
I'm just starting with 4th Ed after years of 3rd, and had heard good things about the Warlord (I like to metagame combat tactics ) and also how 4th Ed was so well balanced with regards to classes. Unfortunately I hit a wall with the Warlord in that there isn't any build option which doesn’t violate my rule against punishing players who build to help others. Each of the "Presence" class features is really nice - for everyone other than the Warlord. For example (this, I think, is the best of them):
I think it would be pretty cool to make that decision (extra attack worth the risk of failure?) and see the consequences during a fight. I think it would be less fun to watch everyone BUT me be able to weigh up the situation and make that call. The deal breaker though, is that this ability is one of the Warlord’s few core class features. The other classes get just as many, and they look just as useful - but they are useful for the person who has them. I could find very few abilities which would reciprocate this favor the Warlord is expected to grant.
I have trouble explaining it but its like if every class had 4 "Kewl Abilties" but one of the Warlord's abilities was only to grant a neat power to everyone else. That means, in reality, the Warlord only has 3 Kewl Abilities while everyone else now has 5. Sure, the party overall is way better off, but how much fun is it for guy who is now two powers behind the curve?
Another way to look at it: If you played a Warlord solo as opposed to a fighter solo, would they do equally well ? I'm assuming that the Warlord would be weaker because they have these useful-only-to-others abilities that would go unused. If that's the case, then Warlord is weaker than Fighter solo. Not really balanced. Now suppose you put the two together or into a group. The Warlord gains no abilties from the Fighter but the Fighter gains cool stuff from the Warlord. So the Warlord is weaker solo, and everyone but the Warlord gains strength when grouped? That's even less balanced.
I know some people enjoy “taking one for the team” and all that, but I ain't him and I also (as a DM) don't want to punish my players like that. In my book, it's just plain bad design. You should not use peer pressure or hearty slaps-on-the-back to balance out game mechanics. 3.5 sucks in that the Cleric has to waste his actions to heal others, but the class is given other benefits to balance out that sacrifice. I couldn’t find any such balancing here – though I’m a total newb and could be missing something.
Bravura Presence
When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.
I think it would be pretty cool to make that decision (extra attack worth the risk of failure?) and see the consequences during a fight. I think it would be less fun to watch everyone BUT me be able to weigh up the situation and make that call. The deal breaker though, is that this ability is one of the Warlord’s few core class features. The other classes get just as many, and they look just as useful - but they are useful for the person who has them. I could find very few abilities which would reciprocate this favor the Warlord is expected to grant.
I have trouble explaining it but its like if every class had 4 "Kewl Abilties" but one of the Warlord's abilities was only to grant a neat power to everyone else. That means, in reality, the Warlord only has 3 Kewl Abilities while everyone else now has 5. Sure, the party overall is way better off, but how much fun is it for guy who is now two powers behind the curve?
Another way to look at it: If you played a Warlord solo as opposed to a fighter solo, would they do equally well ? I'm assuming that the Warlord would be weaker because they have these useful-only-to-others abilities that would go unused. If that's the case, then Warlord is weaker than Fighter solo. Not really balanced. Now suppose you put the two together or into a group. The Warlord gains no abilties from the Fighter but the Fighter gains cool stuff from the Warlord. So the Warlord is weaker solo, and everyone but the Warlord gains strength when grouped? That's even less balanced.
I know some people enjoy “taking one for the team” and all that, but I ain't him and I also (as a DM) don't want to punish my players like that. In my book, it's just plain bad design. You should not use peer pressure or hearty slaps-on-the-back to balance out game mechanics. 3.5 sucks in that the Cleric has to waste his actions to heal others, but the class is given other benefits to balance out that sacrifice. I couldn’t find any such balancing here – though I’m a total newb and could be missing something.