I'm A Banana
Potassium-Rich
I think all the "It's almost there, but..." responses pretty much make my case - all the warlord I'd be happy to accept isn't enough warlord for some players.
I'm not a big fan of this because it basically ensures that the warlord's damage output is always equal to the damage-dealing-est character's damage output, without the tradeoffs that that character needed to go through to get that high damage spike. Warlord doesn't have to dump INT to take advantage of a high STR, forex, they just give their attack to the barbarian. Additionally, I played a princess warlord in late 4e for a few (~8) levels, and choosing who to give the attacks to was basically a calculation more than an interesting decision. I'm cool with granting attacks in fights, but when that moves to "I don't take actions, I give actions," you're not playing your character anymore, you're playing the rest of the party. If you wanna do that, go play games where you control a party rather than a character.
The 4e warlord didn't have this problem - any at-will attack-granting power was less powerful than another character's at-will attack-granting power because basic attacks were usually less powerful than at-wills.
Y'know, thinking about it, maybe I could be sold on at-will attack-granting if it was something like "Your ally makes an attack with a melee or ranged weapon, and on a hit deals 1d6 damage, plus damage equal to your Intelligence bonus, instead of the damage they normally do," or something else clearly worse than "hit it with your own damn sword, if you can."
A class option shouldn't have to determine your game's HP narration, so any warlord option should be compatible with the idea of wound-hp (or at least the RAW "sub-50% wound hp"). This means either it doesn't heal others' hp, or it has a bard/paladin/barbarianesque "I'm a bit supernatural at the edges" thing going on, maybe a little similar to what Aragorn had, or what the spell-less ranger has. If it must be both purely mundane and hp-healing, then it dictates that HP cannot be wounds, and that's not kosher.
There's nothing wrong with a campaign-wide decision to treat hp as 99% inspirational (or, heck, purely inspirational), either, but it shouldn't be a precondition of accepting a class or a class option.
The choice of an archetype needs to be, in the spirit of 5e, something that say something about your place in the world. "I also focus a bit on tactics" vs. "I am maybe a bit reckless" is not a character archetype like "I harness wild magic" or "I harness the power of dragons." Rather than fine nuance, the archetypes need to be dramatic and significant statements of who you are as a character. Lets not fall into the same trap the fighter did and get defined primarily by your mechanical fobs.

MoonSong(Kaiilurker) said:It should have the option to surrender your own attack at will
Tony Vargas said:An at-will action-grant shouldn't be out of the question, it should just be limited on the sorts of actions granted.
I'm not a big fan of this because it basically ensures that the warlord's damage output is always equal to the damage-dealing-est character's damage output, without the tradeoffs that that character needed to go through to get that high damage spike. Warlord doesn't have to dump INT to take advantage of a high STR, forex, they just give their attack to the barbarian. Additionally, I played a princess warlord in late 4e for a few (~8) levels, and choosing who to give the attacks to was basically a calculation more than an interesting decision. I'm cool with granting attacks in fights, but when that moves to "I don't take actions, I give actions," you're not playing your character anymore, you're playing the rest of the party. If you wanna do that, go play games where you control a party rather than a character.

The 4e warlord didn't have this problem - any at-will attack-granting power was less powerful than another character's at-will attack-granting power because basic attacks were usually less powerful than at-wills.
Y'know, thinking about it, maybe I could be sold on at-will attack-granting if it was something like "Your ally makes an attack with a melee or ranged weapon, and on a hit deals 1d6 damage, plus damage equal to your Intelligence bonus, instead of the damage they normally do," or something else clearly worse than "hit it with your own damn sword, if you can."
Eric V said:Actually, this would be pretty good except I'd want actual hp restoration to be consistent with the official definition of hp in the game, with maybe an alt explanation for people who see hp=meat (which I believe you are, yes?)
Tony Vargas said:Restoring hps need to be an option. (just like a Cleric might never cast Cure Wounds, a Warlord might never use Inspiring Word)
A class option shouldn't have to determine your game's HP narration, so any warlord option should be compatible with the idea of wound-hp (or at least the RAW "sub-50% wound hp"). This means either it doesn't heal others' hp, or it has a bard/paladin/barbarianesque "I'm a bit supernatural at the edges" thing going on, maybe a little similar to what Aragorn had, or what the spell-less ranger has. If it must be both purely mundane and hp-healing, then it dictates that HP cannot be wounds, and that's not kosher.
There's nothing wrong with a campaign-wide decision to treat hp as 99% inspirational (or, heck, purely inspirational), either, but it shouldn't be a precondition of accepting a class or a class option.
Tony Vargas said:Inspiring Leader is on possible Warlord concept, though it's a solid one - a Warlord could instead (or also) be tactically focused for instance, or could be a source of inspiration, but not a leader.
The choice of an archetype needs to be, in the spirit of 5e, something that say something about your place in the world. "I also focus a bit on tactics" vs. "I am maybe a bit reckless" is not a character archetype like "I harness wild magic" or "I harness the power of dragons." Rather than fine nuance, the archetypes need to be dramatic and significant statements of who you are as a character. Lets not fall into the same trap the fighter did and get defined primarily by your mechanical fobs.
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