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D&D 5E How many fans want a 5E Warlord?

How many fans want a 5E Warlord?

  • I want a 5E Warlord

    Votes: 139 45.9%
  • Lemmon Curry

    Votes: 169 55.8%

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Maybe we should re trace the steps of the history of the warlord class.

It started with the Marshall in the minatures game that was more focussed on bigger mass combat.
So maybe we should start with re introdusing the marshall, a class designed to be a comander in the mass combat rules WOTC released a while back.

When we re designed the marshall with rules that work for that mass comat system we might have a look to see how we can scale them down for small unit (party size) when designing a warlord.
 

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Guest 6801328

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Do you also feal the same way about the soldies background ( that has a military rank) and the noble that in many setting would be asumed to be in charge of the groups of civilans they are traveling with ?

Not even remotely. Even putting aside the difference that Class is more core the character than Background is, there is nothing in the Noble or Soldier background descriptions or mechanics that suggest they have any authority over other players.

Now, if the Noble came with an ability such as "Demand Service" that let the character give other character's a second saving throw versus charms, fluffed as "Your natural authority allows you to override charm spells by invoking others' ingrained habit of following your instructions..." then I would have a big problem with it. You're not the boss of me!

I wouldn't have a problem with a Warlord background either ("You were a mighty leader of a Mongol horde") as long as it didn't come with mechanics that implied authority over other players. In fact, Warlord almost makes more sense to me as a background. If the Fighter/Paladin/Whatever with the Warlord background wants to roleplay an autodidact megalomaniac, all the more fun. Just as long as when he tries to give orders the mechanics don't suggest the rest of us hop to it.
 

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Guest 6801328

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Maybe we should re trace the steps of the history of the warlord class.

It started with the Marshall in the minatures game that was more focussed on bigger mass combat.
So maybe we should start with re introdusing the marshall, a class designed to be a comander in the mass combat rules WOTC released a while back.

When we re designed the marshall with rules that work for that mass comat system we might have a look to see how we can scale them down for small unit (party size) when designing a warlord.

And if there were official mass combat rules, and the ability for a Warlord background (I forgot what background abilities are called) gave him mechanical bonuses with NPCs during mass combat, I would be totally cool with that.
 

I wouldn't have a problem with a Warlord background either ("You were a mighty leader of a Mongol horde") as long as it didn't come with mechanics that implied authority over other players. In fact, Warlord almost makes more sense to me as a background. If the Fighter/Paladin/Whatever with the Warlord background wants to roleplay an autodidact megalomaniac, all the more fun. Just as long as when he tries to give orders the mechanics don't suggest the rest of us hop to it.

One cool thing I like about Steeldragons' Warlord (fighter subclass) is that it is clearly optimal for inspiring large groups of NPC followers/henchmen, and not so much for PCs. E.g. an extra HD of healing for everyone within 50' is huge if you've got 40 hobgoblin hecnhmen with 11 HP apiece, but fairly trivial for a group of PCs. Another example: giving +5 on damage to 3 other PCs is a good but not game-breaking 18th level capability, but giving +5 on damage to 40 archers is fantastic.

It makes for a good NPC villain class BTW.
 

Tony Vargas

Legend
Ok, how about I turn this around... What makes the "warlord" suitable for a separate class as opposed to being a subclass of a current class?
It's too broad a concept for a single sub-class. In addition, the candidate classes to hide it under are Bard, which has magic-use as a major class feature (not sub-class/'archetype' feature), and Fighter, which has high-DPR via multi-attack as it's major class feature (not reasonable to take away for an archetype. Neither spell casting nor multi-attacking for high DPR are suitable class features for the Warlord. Even if you decided that taking away major class features was an appropriate way to design a sub-class, the result would be tantamount to a new class, anyway.

We're talking about D&D classes for 5e... why wouldn't the fact that it's recognizable as a D&D class by fans of various editions not be a good reason to keep them separate classes?
That is the topic, but /point/ I was answering was your false claim that the warlord concept was not present in genre nor popular consciousness, but the Paladin & Ranger were (and, by implication, therefor the former should be removed from D&D and the latter two retained), with TV Tropes (of all the crazy things) presented as 'proof.'

I used the same source to demonstrate that the concept was very common in popular consciousness, /and/ that the Paladin and Ranger were primarily becoming so because of their long history in D&D.

Especially when one of the goals of this edition was to unify fans across editions? How many editions has "warlord" been an actual class in (not necessarily corebooks but editions)?
Exactly as many as it needs to justify being put in the Core Game: one, in a Players Handbook 1. That it was 4e, the target of the malice and strife of the edition war, makes it even more critical to /include/ to avoid the appearance of 5e being an exclusionary 'h4ter's revenge' edition. "Unify fans across editions" does not mean "pointedly exclude fans of 4e." I know there were fans who felt excluded by 4e's sacred-cattle-mutilation, but two wrongs don't make a right.

I believe exactly one... even the Warlock has been in more editions than that.
Neither does "unify fans of across editions" mean "unify fans of most editions."

We're talking about classes not roles
No, specifically we were talking about archetypes in the regular-language sense. Classes often represent those.
... isn't "leader" a role?
Leader was the jargon label of a formal Role, yes. That jargon meaning evidently had no influence on the Leader trope article (which didn't mention or link D&D), nor, presumably, upon popular consciousness. Thus the Leader trope is clear evidence the fantasy (and broader fiction) archetype the Warlord modeled (as best D&D mechanics could handle modeling anything in genre, which has never been wonderfully well).

And isn't it covered by other classes already?

The Role? Not so formally, anymore, but to an extent sure. 5e isn't designed around neatly filling roles, and the classes that were formal 'Leaders' could no longer /strictly/ be called such. They may have some of the mechanical support, but it's more based on concept than role (and was circular, in the case of the Cleric, anyway, since the formal role had a foundation in the de-facto 'healer' role the cleric often fell, arguably, too tightly, into in the classic game). There are 38 sub-classes and only 4 roles, so there's a lot of duplication, and, so obviously it shouldn't need to be stated, no plaintive refrain of "but there's already a sub-class with that role" would be a meaningful argument against a class concept.

The concept, no. The Battlemaster gives a small nod to a sub-set - the 'lead from the front' style - but is far too deeply mechanically committed toughness and to high-DPR multi-attacking as it's primary party contribution, to have design-space available to also take up as substantial a support role (and as great a degree of flexibility) as would be needed to cover the warlord concept.

So again why should "Warlord" be a separate class?
I believe the above answers (and many other given up-thread) do cover that. But, really, the most basic reason is that 5e is meant to unify the fans of all prior editions, and the Warlord was a very well-developed, separate class, in the core-est of core books, the PH1, of one of those editions. Every other class that's appeared unambiguously as such made it into the PH1. Even some classes, like the Paladin, Ranger, and Druid, that first appeared as sub-classes, are fully-separate classes in 5e.

My post was mostly musings. I think a more generic Rogue class for the first 2 levels (one that doesn't have Thieves Cant and all the embedded baggage that goes with thievery) and that can give out his SA as Insightful Strike 1/turn (rather than manipulating the action economy), give out Cunning Action, and do all the other Warlordy stuff (get medium armor proficiency and shield, skill dice, initiative bonus, let players expend HD during combat to "Rally" - Martial Inspirational Healing, have tactical movement for advances/withdraws/flanking et al) in Subclass might be nifty. But again, at that point, you are likely just as well creating the full-fledged class rather than trying to have the Subclass and a pair of feats do all the load-bearing.
As long as we're musing, the Thief has never been a terribly well-justified class and hasn't often meshed well with the rest of the game. In the light of some of the insights that Mr. Mearls shared in the run up to the playtest, it seems like a big part of the problem is that it started as the only class primarily - and mechanically - focused on the Exploration pillar. That changed some in 3.0 with SA becoming very potent, and 5e has stuck with that. But, without a very potent SA that could be stacked with multiple attacks, most of the Rogues goodies could be given to the fighter (or vice versa) to create a single class that would be strongly contributing in both the Combat and Exploration pillars, without being at all imbalanced overall.

I could see a less co-equal-party-dogma game that consolidated classes down to such a 'Hero' or 'Adventurer' class encompassing the fighter, rogue, and much of the more lead-from-the-front Warlord, along side a Magic-User class encompassing the truly capable, supernaturally empowered Heros, and a highly customizeable catch-all side-kick class covering support, niche, high-concept, comic-relief, and other secondary narrative roles. Such might even remotely work as a very extensive module.

My personal favorite aspect of the 4e Warlord (as GM) was the versatility of the Princess Build to accomplish various tropes. As I mentioned above, the tropes that follow from "Frodo/Bilbo as Warlord" (the plucky adventurer who is in so far over his head but "mans up" anyway couldn't be more inspiring...that can't help but rub off on companions) are vast in genre fiction and profoundly awesome in play (both as a PC and as a GM-side tool).
The whole 'reluctant hero' or 'in over your head' thing is incredibly hard to in the RPG context, because players really do have to be assertive and pro-active about involving themselves in the game and their characters in the story for the whole 'troupe style' or 'cooperative' thing to work. So was the Leader trope, because of the similar need for parties to be co-equal if not downright democratic in the gamist need for fairness.

Just as the Warlord slid Leader schtick in under mechanical support functions, I suppose the Lazy or Princess build and similar ideas or expansions of the class could do the same for seemingly non- or low-contributing character tropes, like the plucky side kick ('Caddy' as has been suggested), reluctant hero, in-over-his-head victim of circumstance, literal victim in need of rescue, critically important non-combatant being escorted, or whatever. Those mechanics, once developed for the Warlord (or some other name if the concept became even broader - I'd suggest "Icon," but 13A has made that mean 'campaign-defining-god-being'), could be ideal for NPCs, as well.

Yeah I think I've been looking for some factual reason or detailed explanation when really this is what it boils down to... And since I'm not necessarily looking for a Warlord type class for 5e, maybe it's less important to me... though looking over the Marshal for 3e is making me curious to see what a 5e martial-leader type character would look like... there are just so many other archetypes like psionic using characters (not to mention expansions to the current classes) that I want... that a new warlord class is not at the top of my want list... but I guess for others it's number 1.
Good news: Psionics (also cut from the PH, in spite of being in the 1e AD&D PH 1 - I know, appendix, not technically a class, blah, blah) is totally in the pipe-line, we've seen a development version and gotten to give survey-based feedback. It's clearly going to hit the Advanced Game before the Warlord.

Sounds like you have a "1st world problem" with the Warlord: you've been getting everything you want from 5e, before everyone else, and may realize, but not have internalized, that that's not true of everyone. ;)

So, your issues have nothing to do with the actual class but rather what some player "might" do with it?

Have you actually seen anyone playing a 4e warlord do this? Has this actually come up in your game?
Lanefan never played 4e, so that's not really a fair question.

While I've tried to re-assure him it shouldn't be an issue because it was fine in 4e, I also have to say that it's an understandable misgiving, that, while 4e managed to introduce a 'Leader' Role and a PC class whose powers' fluff were often about actually providing in-combat direction, 5e, with it's somewhat more mingled fluff-and-rules-text might run into issues. While I'd share that misgiving if we just considered the 'RaW,' 5e's approach marginalizes rules problems by relying first & foremost on the DM ('rulings not rules'), so I think it's an issue any competent 5e DM could deal with neatly and easily, quite probably without even noticing it, since keeping one player from dominating the game is just part of the 'cat herding' we DMs do every session.
 
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I'm A Banana

Potassium-Rich
Maybe we should re trace the steps of the history of the warlord class.

It started with the Marshall in the minatures game that was more focussed on bigger mass combat.
So maybe we should start with re introdusing the marshall, a class designed to be a comander in the mass combat rules WOTC released a while back.

When we re designed the marshall with rules that work for that mass comat system we might have a look to see how we can scale them down for small unit (party size) when designing a warlord.

I would say it actually started with OD&D fighters getting followers once they established a stronghold. Maybe even before that - D&D grew out of minis skirmish games, after all.

1e and 2e fighters also got followers.

3e fighters maybe got followers (leadership), but not simply because they were fighters.

4e had warlords. Same archetype, but from level 1!

5e has battlemasters. They are tactical geniuses, but not necessarily inspiring. Could be played that way, but no reason to pump CHA, really.

I don't think warlord fans in general would be satisfied with NPC minions....but now I kind of imagine a Beastmaster-esque Fighter subclass who instead of a beast of CR 1/4 or less, they get an NPC of CR 1/4 or less...:)
 

As long as we're musing, the Thief has never been a terribly well-justified class and hasn't often meshed well with the rest of the game. In the light of some of the insights that Mr. Mearls shared in the run up to the playtest, it seems like a big part of the problem is that it started as the only class primarily - and mechanically - focused on the Exploration pillar. That changed some in 3.0 with SA becoming very potent, and 5e has stuck with that. But, without a very potent SA that could be stacked with multiple attacks, most of the Rogues goodies could be given to the fighter (or vice versa) to create a single class that would be strongly contributing in both the Combat and Exploration pillars, without being at all imbalanced overall.

I could see a less co-equal-party-dogma game that consolidated classes down to such a 'Hero' or 'Adventurer' class encompassing the fighter, rogue, and much of the more lead-from-the-front Warlord, along side a Magic-User class encompassing the truly capable, supernaturally empowered Heros, and a highly customizeable catch-all side-kick class covering support, niche, high-concept, comic-relief, and other secondary narrative roles. Such might even remotely work as a very extensive module.

The whole 'reluctant hero' or 'in over your head' thing is incredibly hard to in the RPG context, because players really do have to be assertive and pro-active about involving themselves in the game and their characters in the story for the whole 'troupe style' or 'cooperative' thing to work. So was the Leader trope, because of the similar need for parties to be co-equal if not downright democratic in the gamist need for fairness.

Just as the Warlord slid Leader schtick in under mechanical support functions, I suppose the Lazy or Princess build and similar ideas or expansions of the class could do the same for seemingly non- or low-contributing character tropes, like the plucky side kick ('Caddy' as has been suggested), reluctant hero, in-over-his-head victim of circumstance, literal victim in need of rescue, critically important non-combatant being escorted, or whatever. Those mechanics, once developed for the Warlord (or some other name if the concept became even broader - I'd suggest "Icon," but 13A has made that mean 'campaign-defining-god-being'), could be ideal for NPCs, as well.

I agree with all of this. I've long been a proponent of the Fighter and Rogue killing each other, taking each others's stuff, then being reincarnated as a Hero or Adventurer class.

I also agree that all of the archetypes in paragraph 3 are difficult to formulate mechanically and the tropes are often difficult to pull off in play (player-side). However, the 4e Warlord's suite of resources pulls all of those off in spades and the resolution mechanics certainly help eager, capable players who are up to the challenge.

What's more, as you note in your final paragraph, the build is an enormous boon for GMs. I've used dozens of Princess/Lazy 'Lord archetypes as NPCs, Minions to be protected, or as Companion Characters (Heralds, Squires and the like) for players' mains. The prep is utterly minimal, the ease of use is a cinch, and the payoff is $$$
 

I don't think warlord fans in general would be satisfied with NPC minions....but now I kind of imagine a Beastmaster-esque Fighter subclass who instead of a beast of CR 1/4 or less said:
an NPC of CR 1/4 or less[/I]...:)

And the warlord and his npc minions would count as a unitl while they are adjacent to eachother, and other characters could decide to stay adjacent to them to also gain any benifits the unit might have.
 

mellored

Legend
again, nothing about the warlord gives you any more command over an ally then a cleric / wizard /paladin has.
cleric gives you +1d4 to-hit, weather you want blessing from his god or not.
wizard gives you an extra action or forsight, no matter how you feel temporal manipulation.
paladin boost your saving throw, no matter how you feel about his oath.
warlord let's you know about an opening in the enemies defensive...
 

I don't think warlord fans in general would be satisfied with NPC minions....but now I kind of imagine a Beastmaster-esque Fighter subclass who instead of a beast of CR 1/4 or less, they get an NPC of CR 1/4 or less...:)

I'll take a low-level Diviner sidekick, please.

Unless I can have a recursive chain of Beastmaster-esque Fighter subclass minions, each with his own minion, like Russian dolls. Then I'll take that instead.
 

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