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D&D 5E A WOTC 5e Warlord That Would Be Acceptable To Skeptics

you are much more versatile. Also don't forget the paladin works on a daily cycle, the fighter on a short rest cycle. The paladin is just really good at a single close combat fight. The fighter is good in every situation all day long.

How fast is your paladin blowing through smites that he's only getting enough for one fight? I know paladins don't get a lot of spells, but, they get more than that surely?

@Iamabanana - hey, I'm just reporting what's going on. It takes my fighter four attacks just to equal one round from the paladin. The ranger also consistently out damages me - by far now that he's a ranger/fighter and getting action surge.

I really don't think fighters are damage kings. I'm frankly pretty disappointed with how the fighter works to be honest. I shouldn't have to hit up charop boards just to make my fighter be in the same league as non-optimized characters. I mean, good grief, the paladin is not remotely optimised. The sorcerer isn't exactly winning any optimisation prizes either - a feat to make him do more damage with fire spells is about it. We're not talking about having to compete with characters that are dipping multiple classes, using order made magic items. We're talking about my fighter doing the least damage of EVERY character. By a whole lot.
 

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Hussar said:
It takes my fighter four attacks just to equal one round from the paladin.

Yes. It also takes him four attacks to equal one spell from the sorcerer. And it takes a paladin smiting to equal that damage. That's kind of what balance looks like - when going balls to the wall, everyone does a lot of damage (and fighters maybe edge out others in a lot of situations, just because additional attacks tend to eclipse smites and spells due to additive effects, but there are more limited niches where spells and smites are probably better). In 5e, everyone's a Striker. :)

Hussar said:
The ranger also consistently out damages me - by far now that he's a ranger/fighter and getting action surge.

Again, your fighter is hardly damage-optimized, so it shouldn't be exactly shocking that party members who spike damage spike it harder. You're not investing as much into it. If you want to shift the goals again to the ranger, you'll have to bring in subclass options - the ranger's getting damage from being a Hunter. Compare "+ 1d8 damage on everything that's already been hit" (which is quite good!) with advantage on every melee attack you get for an entire turn. If advantage turns even one miss of yours into a hit, you're out-damaging the normal ranger, and if it turns two, you're out-damaging the fighter/ranger, since your attacks will do more than 1d8 damage. And if it turns one of those misses into a crit, you're doing EVEN BETTER. Not to mention that it applies to STR saves you might make as well, giving you a powerful antidote to low rolls against forced movement/entanglement-style effects (really just the cherry on top of that advantage sundae). A bog-standard Champion wouldn't have that, but they'd have improved critical, so they'd be adding much more than 1d8 onto their attacks in the long run.

Ultimately, though, my purpose here isn't to persuade you that your fighter is powerful, but merely to point out that "5e fighters are clearly weak" is not a statement with a strong foundation. Your character is already in the same league as paladins, sorcerers, and rangers. That you feel that it isn't doesn't seem to match with the reality of what I see happening in play. I don't see your fighter's four-hit Action Surge'd advantage'd attack round and say "that seems weak," I say, "dang, I wish I could do that once every fight." The fighter isn't under-performing. In fact, the weakest member of our party in terms of damage output is probably either the rogue/battlemaster (who has a bit of a "good at several things, not REALLY good at anything" issue, but can still be dang impressive with a superiority + sneak attack), or the wild mage (because an enemy who makes a save is an enemy who I spent a lot of resources on doing nothing to, plus everyone likes being confused, right?!).

Fighters are not clearly weak, and your comparison with the sorcerer, the paladin, and the ranger all come up roughly on par, if not often better.
 
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That's a meaty digression, ER! :)

Indeed. I just realized, partway through, that I was not so much talking about the OP's proposal, but rather digging into the conceptual and design framework under-girding the Warlord. A parallel but separate topic, if you will.

If we were to make a class/subclass aimed at bringing more of the 4e warlord into 5e, I think this gives us a good starting point. It's not hard to imagine a mechanic that works a little like bardic inspiration or superiority dice where when the warlord attacks an enemy, they put a die on it. Then, the next person to also attack that enemy can spend that die to do something to it (imagine a BM who put Rally onto an enemy, rather than using it themselves - "Next person to wail on this guy gets temp hp!"). Aside from porting over manuevers or inspiration effects, there might be some interestingly unique things to be done with a mechanic like that (like extending the effect through more hits, or to more of the party, or affecting nearby enemies, etc.). And if you require a hit rather than just another attack, you might be able to get some of the "risk/reward" vibe of the Bravura.

That seems reasonable, though if I were really trying to capture the Bravura spirit, it might require a bit more risk for a bit more reward than the "called target" baseline (or whatever we want to call these vaguely Inspiration/Superiority-like dice). For example, a "basic" Warlord maneuver could do that, "get temp HP for blasting this guy," and a Bravura Warlord specifically could tweak it to be high-risk, high-reward. The only example that comes to mind right now seems too fiddly (having an ally break away from the thing they're *currently* fighting to attack the new target), but surely some design iteration could hash that out.

Thinking about the healing from the perspective of "other PC's use my class abilities," I wonder if a warlord subclass who could use Second Wind...on someone else...might work OK for skeptics and fans alike. Generally speaking, in-combat healing isn't very valuable in 5e (one of the virtues of short fights!), so that could definitely get an allied PC back in the fight when they've been downed, and, hell, the fighter gets to use it in every fight (3x 1d10+Level is actually not bad for a day's worth of healing!).

"Every" fight sounds like a bit of an exaggeration--as I had understood it, the expectation is "a rest of some kind (long or short) every other fight." And your numbers calculated there seem to reflect that, 3x uses rather than 6x-8x (the expected number of fights per day, in addition to whatever non-combat situations arise--unless I'm mistaken about that?)

That said though, this certainly could have legs. I fear it might not be acceptable to many of the skeptics, since it's still martial healing, but at least it builds from an established mechanic, giving it greater "legitimacy" (or whatever term skeptics would prefer for being pre-established). It is a goodly amount of healing; strictly less than a Paladin (5xlevel HP from Lay on Hands vs. average 3.5x level for "shareable Second Wind"), which is slightly disappointing, but still quite meaningful. I do agree that in-combat healing is...I would call it less expected rather than less "valuable" per se, but it is not as much a thing in 5e at least after first level.

What do you think of a potential 5e warlord whose schtick was that other people got to use their class features? You could Second Wind other party members, the manuevers were things other party members could trigger (once you set them up)....maybe even share some of that extra attack love....

As above: it has legs. The issue here is of a wholly different nature than the issue with the aura I mentioned earlier. It's not about being boring or non-tactical. It's that this is a pretty high-level concept, a "resource mechanic" rather than an "action mechanic" per se. So the execution would make or break it. The ideal, of course, is to let people choose:
1) Whether, and how much, they heal HP, avoid loss of "real" HP, and/or mitigate incoming damage;
2) Which stat they use, which also signifies their overall "focus" (Cha -> Bravura/high-risk; Int->Tactical/high-coordination; Wis->Resourceful/high-efficiency?)
3) Whether, and how much, they allow others to take actions on their behalf (none at all->"Spearhead" style, 100%->"Princess"/"Lazy" style, or a mix of both)

2 is, IMO semi-obviously, its own particular choice, best represented as either a Warlock-like split in what constitutes the "subclass" (both Pact and Patron make significant differences in playstyle), or as a slightly more 4e take on the different ways Battlemaster can cash out (e.g. the set of Warlord maneuvers is split among Int-, Cha-, and Wis-favoring choices, which naturally support the intended "focus"). 1&3 strike me as the kind of core subclass difference that lets a class be highly flexible (e.g. Moon vs. Land Druid) while still retaining meaningful similarity between one subclass and another. The kind of thing where "all" 5e Warlords might get token ability to do several of these things, just as all Druids can both cast spells and shapeshift or all Clerics can Turn Undead, but only specific types of Warlord can do any of them "well," and no specific type can do all of them well.

Incidentally, this is one reason why I think the Warlock is a tragically overlooked source of interesting mechanical ideas for a "5e Warlord." The different Pacts are loosely analogous to different "styles" (action-granting, healing, mitigation), while the Patrons are loosely analogous to the different stat and behavior "focuses" (Cha/Bravura, Int/Tactical, Wis/Resourceful). Short-rest spells, short-rest "gambits." Invocations, "leadership presence" and "training regimens." It requires a hell of a lot of from-the-ground-up rebuilding, but I really do think that a properly-considered blend of the Warlock structure with Bard and Battlemaster elements (the "giftable inspiration/superiority dice" idea, plus mitigation BM features and healy/cleansy Bard features) could go a long way.


Fighters are not clearly weak, and your comparison with the sorcerer, the paladin, and the ranger all come up roughly on par, if not often better.

Perhaps I'm misunderstanding, but I at least wasn't responding to "the Fighter is weak." In fact, in my last post in this thread, which was in reply to you, I was not talking at all about the Fighter being weak. I was questioning your claim, or at least apparent claim, that the Fighter has a significant lead in damage. The exact phrase was "a fighter probably IS the highest-damage-output at most levels," and the clear discrepancy between the examples cited gave a very clear impression of Fighters having a significant damage advantage.

This is also not really the impression I got from Hussar's argument; I did not see anything that said the Fighter was "weak," that is, that the Fighter cannot do damage, nor that its damage was too small to be meaningful. Certainly, the word "weak" was not used anywhere on that page (well, the quote of my post did, but that was a Warlord encouraging weak-point exploitation). The impression I got is that Hussar was using his own experience as an example of the same thing I'd suggested, that the Fighter is often said to lead in damage (even dramaically), but that empirically (for Hussar) and theoretically (for me), this doesn't seem to bear out. Or that at the very least it is definitely not a guarantee, when it is usually implied to be guaranteed or nearly so.

And...I really don't think they come out "often better." Again, my experience is primarily academic, but "often better" implies that "significant positive difference," and I really don't see it mathematically. By the numbers, they seem to have a slight advantage; and if we begin to assume that Paladins (or even Barbarians) don't exclusively use their resources for combat (if they have a choice), it seems reasonable to expect that a Fighter does not always use Action Surge for combat either, which puts us more or less back at square 1.
 
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A battle master fighter, using a similar style of combat, and getting normal rests per day is about equal to a paladin or ranger. If they spend the extra ASI on combat feats, they pull ahead. If a party is never taking short rests, or one of the characters is using a less damage focused style, then the fighter is going to fall behind. If a fighter can't keep up with the sorcerer's cantrip damage, then there's probably a major rules misunderstanding going on.
 

That seems reasonable, though if I were really trying to capture the Bravura spirit, it might require a bit more risk for a bit more reward than the "called target" baseline (or whatever we want to call these vaguely Inspiration/Superiority-like dice). For example, a "basic" Warlord maneuver could do that, "get temp HP for blasting this guy," and a Bravura Warlord specifically could tweak it to be high-risk, high-reward. The only example that comes to mind right now seems too fiddly (having an ally break away from the thing they're *currently* fighting to attack the new target), but surely some design iteration could hash that out.

Fair enough, that could probably use a bit of massaging. But I'm glad that it's got some conceptual legs! It's interesting how the psychology changes from the relatively minor change of "I use this ability to do something awesome" to "I use this ability to let you do something awesome."

"Every" fight sounds like a bit of an exaggeration--as I had understood it, the expectation is "a rest of some kind (long or short) every other fight." And your numbers calculated there seem to reflect that, 3x uses rather than 6x-8x (the expected number of fights per day, in addition to whatever non-combat situations arise--unless I'm mistaken about that?)

Yes, "every fight" is an exaggeration. Short rests, if evenly spaced, occur about every other fight.

That said though, this certainly could have legs. I fear it might not be acceptable to many of the skeptics, since it's still martial healing, but at least it builds from an established mechanic, giving it greater "legitimacy" (or whatever term skeptics would prefer for being pre-established). It is a goodly amount of healing; strictly less than a Paladin (5xlevel HP from Lay on Hands vs. average 3.5x level for "shareable Second Wind"), which is slightly disappointing, but still quite meaningful. I do agree that in-combat healing is...I would call it less expected rather than less "valuable" per se, but it is not as much a thing in 5e at least after first level.

Speaking as someone with a bias toward meaty HP, I'd be pretty OK with a "warlord-style" fighter subclass giving its second wind to an ally. If I wanted to make it a little tighter for some of the more ardent skeptics, I might limit it to touch-range, but I'm a little less concerned about that myself - I'm cool with the fighter basically telling you to shove your arm back in your socket and stick a shirt in your wound and you doing it because they want you to (even if you're dying at the time).

As above: it has legs. The issue here is of a wholly different nature than the issue with the aura I mentioned earlier. It's not about being boring or non-tactical. It's that this is a pretty high-level concept, a "resource mechanic" rather than an "action mechanic" per se. So the execution would make or break it. The ideal, of course, is to let people choose:
1) Whether, and how much, they heal HP, avoid loss of "real" HP, and/or mitigate incoming damage;
2) Which stat they use, which also signifies their overall "focus" (Cha -> Bravura/high-risk; Int->Tactical/high-coordination; Wis->Resourceful/high-efficiency?)
3) Whether, and how much, they allow others to take actions on their behalf (none at all->"Spearhead" style, 100%->"Princess"/"Lazy" style, or a mix of both)

I think it's fair to say that mitigation isn't satisfying for warlord fans, and also to say that action-granting is perhaps too powerful for a defining subclass ability (beastmasters have a version of the same problem - they can't just grant their beasts actions). It's also true that if this was a fighter subclass, the bias would be toward spearhead style, but that this would represent attack-granting to a little higher of a degree than the current battlemaster (again, beastmaster might not be a bad point of comparison) - you'd still want your main attack stat to be the highest, though you could promote CHA or INT or whatever to a secondary consideration much like the Eldritch Knight does. Still, that might not be necessary, leaving folks to put whatever they want in their second-tier ability score (their other attack stat, or CON, or, if they want good INT/CHA skills, Int or Cha). I'm not sure which I like better personally, but I think I'd be biased toward rewarding CHA for this subclass if only to encourage Warlord fans to see that a high CHA is desirable for this fighter build - it might not be the most important ability score for the fighter, but it should still be high.

Perhaps I'm misunderstanding, but I at least wasn't responding to "the Fighter is weak." In fact, in my last post in this thread, which was in reply to you, I was not talking at all about the Fighter being weak. I was questioning your claim, or at least apparent claim, that the Fighter has a significant lead in damage. The exact phrase was "a fighter probably IS the highest-damage-output at most levels," and the clear discrepancy between the examples cited gave a very clear impression of Fighters having a significant damage advantage.

Yeah, that was a back-of-envelope calculation in response to Hussar's point that the fighter was not capable of doing the damage that a sorcerer was (and his ancillary point that a fighter is basically not as good at what it is meant to be good at as any other class is). That doesn't ring true to me in 5e, and that quick calculation was meant to show part of why. If a player has the feeling that their fighter is weak in 5e, I suspect a chunk of that feeling may come from confirmation bias of expecting that to be the case, more so than it actually being the case in reality.
 

Heh. That's why the fighter in out dragonlance game has the lowest damage output. By a long ways.

Compare a Sorcerer who Fire Bolts for 2d10 every shot. That's more than your maul wielding fighter. And that's the least damaging attack he makes.

Yeah, but that maul-wielding fighter is making (at least) two attacks a round, for a potential 4d6 + (Str bonus x 2) damage. Not to mention rerolling 1s from great weapon style, or potential third attacks from slaying an enemy and having the GWM feat, etc. I think- at least for the warrior-types that I've seen- you're undervaluing the fighter's damage output pretty significantly here.

EDIT: Which I see has already been pointed out by, like, half the people in this thread. :p Didn't mean to belabor the point!
 
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Thinking about the healing from the perspective of "other PC's use my class abilities," I wonder if a warlord subclass who could use Second Wind...on someone else...might work OK for skeptics and fans alike. Generally speaking, in-combat healing isn't very valuable in 5e (one of the virtues of short fights!), so that could definitely get an allied PC back in the fight when they've been downed, and, hell, the fighter gets to use it in every fight (3x 1d10+Level is actually not bad for a day's worth of healing!).

Not for this skeptic. Second Wind is already pretty sketchy but I can rationalize it as the fighter just being physically tougher (having reserves of life-force). Someone else might rationalize it as something akin to an adrenalize surge. Letting it transfer to someone else breaks that rationalization completely, changing it from a weird but tolerable ability with a physical basis into something that makes no sense at all (unless you describe it as magic, or a life-force transfer, or something else that would doubtless be unacceptable to those demanding non-magical healing).
 



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