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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Well, we played with this a LOT in our 4e games, and it just didn't work out that way. For one thing it wasn't always one guy that did the best attack. It was at least situational. It was also quite common for one guy to be in the right place to deliver the RIGHT attack, which didn't have to be the highest damage one.

For instance the dwarf fighter pretty much outdamaged everyone else in the early going of our first game, so it would make sense to give him the attack, pretty often, but the rogue was of course pretty much on par with him, better if she had SA, but that might not apply (especially off-turn, remember you aren't in total control here of what the situation is). So it was always a choice between those two at the very least. The STR cleric sometimes was a good choice too, her MBA wasn't shabby and might just do the trick.

Also you might have had various possible riders on MBA/RBA attacks, so if you needed to push someone, maybe the answer was the guy with the force weapon, if it was undead, the guy with the radiant damage rider, etc.

Honestly, I think it wasn't an issue, at least I didn't see it as one. Now, maybe 5e is so skewed to one character having all the DPR that it just never makes sense, but IME even the battlemaster, tough as he is, doesn't outmatch the EK or the rogue consistently in that department. I THINK we can make it work.

No I don't think the damage of characters is skewed that badly but it's arrived at in different ways. Like our Ranger vs. our Barb... I'd say their damage is comparable (can't say it's exactly so but close enough) but it's derived in different ways... the Barb is a two-hander rerolls 1's and 2's, etc. The Ranger is a dual wielder, who uses hunters mark... when performing they are roughly equal... but the ranger's damage drops drastically if he only attacks with one weapon vs. the Barb's 2-hander.
 

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Why is it that when people toss out ideas you have to be insulting?

I don't believe I am/have been. What I did was question/dispute your "idea." People have been disagreeing with each other over ideas for 100-and what by now?--20 [?] pages. Why is that, immediately, seen as being "insulting?"

Its an idea, if you have numbers to say its bad or this or that, then put out the numbers.

Well, this is just silly. That's not being insulting, that's a fact. Of course I don't have "numbers" about this/your idea. What "numbers" do you have in support of it as a "good" idea? This is a pointless/unable to be met assertion/position.

Other classes that can heal don't need to use dice AT ALL and get bonuses of various types, like +CHA or +WIS, etc.

Because they are using magic. Simple as that. Which, I believe it was established some 50-75 pages ago and maintained by warlord fans for tens of pages after, that the warlord ought not USE/have magic...With which I agree, btw. 5e is SORELY imbalanced magic-to-mundane classes. They went far too spell-happy and should have offered at least a few more spell-less classes where they had the opportunity (it will never be equal, of course. It's Dungeons & Dragons, game of fantasy and magic. There will always be more magic-using classes/archetypes/opportunities to "just take X and add magic." Non-magic classes/archetypes are fewer and farther between...and so, when you have something that doesn't NEED magic, they are better off just leaving it out).

I see this as a considerably more limited capability than what other 5e 'leader' classes are getting.

1) There are no 5e "leader" classes. That has no meaning here, either in design concept or game terminology. How about we all stop using the 4e terminology as a flame fan?

1a. Another way to look at it is, ANY class can be a "leader" [or controller/defenser/striker] class. There is no group of "leader" classes. There are several classes, not the least being the Battlemaster Fighter, that allow other PCs to take actions they wouldn't normally get and/or give bonuses to their saves/attacks/ability checks.

2) It is more limited. I would not add the completely subjective, "considerably more." But sure, other healers[?]/support classes[?] are able to do more...again, "because magic." Because what the warlord is doing is NOT magic it is automatically less impressive.

So you are going to need to sell me on why its OP, and I'd appreciate it if the tone wasn't insulting, OK?

I'll do my best and would appreciate it if you try to not be "insulted" by anything that disagrees with your opinion, 'k?

When someone says "Here's the class' shtick. This is what you can do that no one else in the game can [without using magic]," the appropriate response is not, "Now it just needs more/better [add the ability bonus and scale it]."

It is already special. It is already unique. The fact that a cleric can scale/add dice to spells or a bard can add Cha. to the bonus from their inspiration or whatever [I don't actually know what the bard mechanic is and don't need to look it up to make the point] does not mean/equal/lead to "so the warlord needs to do the same/as well." If you are choosing to play a non-magical character, then you [knowingly] do the best you can with your non-magical things.

Assuming this isn't coming from a bias for powergaming, i.e., need more power, "cuz moar!", I believe this ostensibly results from some unspoken perspective of "...because that's what magic can do."

Magic, by its definition (anywhere, but specifically in this context for the Dungeons & Dragon [table top] Role-Playing Game), breaks the "laws/rules" of the [fantasy] universe...it is supernatural...it is metaphysical...it makes what we know is not regularly possible occur. For that reason alone, it will always do more (e.g. be "better" than) non-magical ability.

Mundane abilities can not do the same as what is possible with magic. They just can't. Magic "breaks the rules" of the multiverse, mundane ability works within those "natural laws." In the context of a fantasy game, sure, that natural ability can go farther than strict "realism" would permit...as it should. But it can not, reliably or non-stop all day, match or beat what magic can accomplish.

I think [though I could be wrong], ultimately, this is another holdover from WotC's treatments of the game and, more generally, as shown in/desensitized by video games...where everyone is getting impressive visual effects for whatever "special moves" they're doing and everyone needs to be/have/do "the same" instead of expressing and reveling in what it different/special/"better at X than everyone else."

Promoting the attitude/perspective that "anything you [casters] can do, I [non-caster] can do better [equal]" is another damaging blow [to the game as a whole] that, in my opinion, the game has no obligation to nor should reinforce. This, of course, goes hand in hand with the whole perception of a "game balance" that is taken as some kind of measurable fact and meter by [many] gamers these days...and other conceptual differences of approach to the game. But I suppose that's a whole separate/deeper thread...which, realistically, could never get off the ground anyway because by the 3rd post people would be clicking "report," saying the different approaches/views are "edition warring" or hurting their feelings or whatever.
 

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.
Why are you unwilling to go those last few inches, though? Why can't you accept a Warlord that has the option of restoring hps or giving away it's actions more often than not? It's not like you'd have to allow those options as a DM, nor choose them as a player? Why can't you go those few more inches and accept a Warlord that's up to handling the same things the Warlord did originally, let alone be open to the possibility of exploring all the design space that 5e has opened up?

at-will action grants
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
Any at-will action grant needs to be limited in the kinds of action it grants. For instance, Wolf Pack Tactics was an at-will which allowed an ally to shift - in 5e, that'd be a Disengage action, probably at the price of the ally's reaction, and there are already mechanics that let a character Disengage as a bonus action, at-will, so that's hardly beyond the pale.

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.
Besides, most classes /don't/ need to be MAD just use their main shtick and also have the option to dish out damage, either spike damage some of the time, or modest damage at-will.

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.
In 5e, it just has to be spelled out in a more natural-language way, in accord with the 5e design philosophy. A limited attack-grant might unleash the target ally's (or allies') full power (allow extra attacks, SA, a bonus action or whatever), while an at-will might grant less potent options (a single attack with no extra damage bonuses or riders). That could require some convoluted wording to take into account the different ways different classes pile on damage, but that's the price 5e pays for using less jargon and differentiating classes with varied mechanics that accomplish basically the same thing.

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.
That's true of any decision where you're only concerned with maximizing damage. There are a lot of 'em.

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.
Yeah, the whole "go away, D&D is not for you" thing isn't helpful.

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."
You can't count on /always/ having an ally in the right place to attack the right target at the right time, so having the option of making your own attacks is always a good one, characters who skimp on that option too much will find themselves in situations where they'll feel the lack. Just like any other character that lacks a decent attack option.

At-wills are fall-back things you do that still evoke your character concept. Simply attacking would probably be that fall back for most warlord concepts. For some, though, it might be action-granting is more central to their concept, so they have a 'weaker' but still interesting/useful, at-will action-grant or two (depending on the sort of action). They'd still need to be viable, the way cantrips, for instance, are. Not spectacular or powerful, but still useful and supporting the character's concept.

But at any level, it'd be more than the warlord could do themselves, which is part of the problem - no reason to ever NOT give an ally who hits harder your attack.
Hey, if you're choosing between casting Fire Bolts and poking someone with your dagger, it's not a hard choice, either. There's not much point to choosing an at-will class ability that's not as good as a universal ability you've done nothing to improve.

In the spirit of 4e's at-will attack granting, a granted attack should be weaker than what the warlord could do with their own at-will ability.
Actually, they weren't, they were on par - and it was possible to concentrate on one or another of your at-wills to make it a little better than your others, if you wanted to, for instance by pumping a secondary stat a little. Commander's Strike, for instance, added INT bonus to the ally's damage. If you were higher INT than CHA, it was going to be a better choice for you than Furious Smash which granted bonuses based on CHA.

In 4e, giving up your at-will power to use an ally's basic attack was trading your damage + effect for an ally's simple damage.
And anything the ally might have going on a basic attack. Fighters, for instance, still marked when they made a basic attack. So a granted basic attack, even if it didn't do as much damage as giving it to a striker, would mean the Fighter got to mark an additional enemy, possibly saving an ally from being attacked that round. It could get very 'tactical,' indeed. 5e is often derided as being less-tactical, but it really isn't, it's just less table-top, and that only in attitude.

No I don't think the damage of characters is skewed that badly but it's arrived at in different ways. Like our Ranger vs. our Barb... I'd say their damage is comparable (can't say it's exactly so but close enough) but it's derived in different ways... the Barb is a two-hander rerolls 1's and 2's, etc. The Ranger is a dual wielder, who uses hunters mark... when performing they are roughly equal... but the ranger's damage drops drastically if he only attacks with one weapon vs. the Barb's 2-hander.
Yep, and the Barb can rage. Paladins smite while fighters unleash multiple attacks. Every class that can contribute high DPR is essentially doing one thing, but using different mechanics to do it, to create the illusion that they aren't all just doing the same thing. It can be a very effective illusion, and it can make the tactics and choices that surround each class a little different.

That's not necessarily a bad thing for an action-granting or facilitating or buffing warlord. Some maneuvers and tricks may work better when executed with a rogue than with a barbarian or with a paladin rather than a fighter or whatever. That'll make it interesting.

For whatever at-will ability or few might grant offensive actions, though, it's more a matter of putting a solid enough restriction on what sort of action is granted to avoid /all/ the various things classes do to jack up their DPR.

For instance, a 'basic' attack-grant meant to be reminiscent of Commander's Strike might do prescriptive damage rather than grant the wielder a regular attack. Something like "the ally makes an attack roll using his usual bonuses to hit, on a hit the attack inflicts the Weapon's damage die, plus the Warlord's INT mod." That would still make two-handers a better target than dual-wielders, but it's just a spit-balled example, not a complete solution... maybe... "If the attack misses, and the subject is using an off-hand weapon, he may repeat the attack with that weapon?"

Something along those lines. It'd need a longer description than Commander's Strike did in 4e, because 5e doesn't use as much consistent jargon, preferring natural language, and that can just take a few extra words to spell something out clearly, but that's a trivial obstacle that everything in 5e deals with.


A class option shouldn't have to determine your game's HP narration
And it wouldn't. Rather, your game's hp narration would determine the available options. If you use visualization of HPs as accumulating serious wounds, for instance, you'd eschew HD and overnight healing in favor of DMG 'slow healing' options, and, if you added the Warlord, would toss Inspiring Word in favor of other alternatives that grant temp hps or do something else that fits with that particular variation.

The choice of an archetype needs to be, in the spirit of 5e, something that say something about your place in the world.
Background seems to say a lot more about your place in the world. Two Folk Heroes, for instance, have very much the same place in the world, even if one is an archer and the other a monk.

"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.
That's a nice thought, but some classes do cover multiple heroic fantasy archetypes. The less support their is large related groups of such archetypes, the more they tend to get shoved onto one class. Currently, for instance, if you have an arcane archetype in mind, it probably fits neatly into one of the 17 sub-classes (8 wizard tradtions, 2 each for the Sorcerer & Bard, 3 Warlock pacts, plus the EK & AT) that emulate specific sub-categories of 'wields arcane power'), while if you want a fairly capable hero who doesn't resort to supernatural powers, there are only 5. The latter end up trying to cover a lot more possible concepts each than the former. The Warlord wouldn't be any different, even if it had as many sub-classes/archetypes as it had builds in 4e (though, if it did, it'd more than double the number of non-caster archetypes available in the game - which wouldn't suck at all).

Magic, by its definition (anywhere, but specifically in this context for the Dungeons & Dragon [table top] Role-Playing Game), breaks the "laws/rules" of the [fantasy] universe...
It'd be more accurate to say that, say, spell-casting follows the laws/rules of the fantasy universe, they're just different laws/rules than the real world. The same is true of anything else in a fantasy universe, it follows the laws/rules of that universe.

Typically, in genre, magic follows very restrictive and immutable laws that make it every difficult or very dangerous or both. Creating a magical effect or item, for instance, might require long, perfectly-executed rituals, with exotic ingredients, performed in a specific place at a specific time, and so forth. Fate or the Gods might have chosen a particular mortal to be the only one who could perform or receive the benefits of some particular magic or magical item. And, it's mostly all in service to the story.

The idea that the genre demands that caster archetypes be strictly superior to other heroic archetypes is not only contrary to genre, it's contrary to good game design and enjoyable play.

Personally I think there is too much focus on healing and attack granting.
They are only two of things the Warlord could do, and there's even more possibilities in 5e, when freed from an explicit role...

It think the warlord should focus on the warlords' other feature: Commanding Presence.
It was a build-defining foundation, but really never developed that much in 4e. When an ally chose to use an Action Point he gained a bonus from the Warlord just being there. Actually a very passive ability.

Essentially, it would work like Bardic inspiration or the MM's Leadership action.

By default it would give him and each nonhostile creature a d4 to add to a attack roll or saving through. Then the power increases by level and application and bonuses incleases based on style and subclass
That'd be a neat little feature, hardly a 'main thing,' though. Though I guess it depends on how & how often that d4 refreshes. If it were just on all the time, you're talking comparable to Bless (a very good 1st-level spell) w/o concentration, 24/7 and getting better from there. If you can use the die 1/round, that takes it down a notch; 1/encounter or short-rest-recharge, and it's getting pretty minor; refreshing like Inspiration and the DM could inadvertently make it all but disappear.
 
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Just seems like a whole lotta Billy Idol going on 'round here...

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Ultimately though...its always the 2-hander and with the bonuses I see in my game....
At 50% accuracy (cause it's quicker).

3d6+15 * .25 = 6.375
2d6+5 * .5 = 6

Giving a TWF advantage for a round is better then a single 2-handed attack.
And if your facing a horde of kobolds, the 2-hander is likely to lose more with overkill.

EDIT: Honestly it's the fact that advantage is pretty easy to get in this game, so unless you have multiple disadvantage that's cancelling it or something... I'm going with the extra attack.
True. But there's a few good reasons why they don't stack.

Similarly, having 5 people able to launch fireballs, isn't as helpful.
 

I don't believe I am/have been. What I did was question/dispute your "idea." People have been disagreeing with each other over ideas for 100-and what by now?--20 [?] pages. Why is that, immediately, seen as being "insulting?"

Well, this is just silly. That's not being insulting, that's a fact. Of course I don't have "numbers" about this/your idea. What "numbers" do you have in support of it as a "good" idea? This is a pointless/unable to be met assertion/position.
I didn't have an exact number, which is why your dismissal seemed arbitrary and out of hand, since it was clearly a 'math' kind of thing. I think its been addressed in the course of the thread anyway.

Because they are using magic. Simple as that. Which, I believe it was established some 50-75 pages ago and maintained by warlord fans for tens of pages after, that the warlord ought not USE/have magic...With which I agree, btw. 5e is SORELY imbalanced magic-to-mundane classes. They went far too spell-happy and should have offered at least a few more spell-less classes where they had the opportunity (it will never be equal, of course. It's Dungeons & Dragons, game of fantasy and magic. There will always be more magic-using classes/archetypes/opportunities to "just take X and add magic." Non-magic classes/archetypes are fewer and farther between...and so, when you have something that doesn't NEED magic, they are better off just leaving it out).
I have no idea why ability score bonuses are only allowed for 'magic'. Or maybe I'm misunderstanding your argument? +CHA represents the character being more inspiring or commanding or whatever, other stats likewise simply represent the affects of ability score on the character's performance. I'm perfectly happy with a mundane warlord that gets these bonuses, just as a fighter can get a STR bonus to damage.

1) There are no 5e "leader" classes. That has no meaning here, either in design concept or game terminology. How about we all stop using the 4e terminology as a flame fan?
Look, its good terminology, and it actually DOES make sense, you know exactly which classes I'm talking about, so no, I'm not about to go to some eliptical "this class, and that class, and this other class, etc" verbiage to describe something that has a word for it. You need not take umbrage at it, its not an insulting, derogatory, or offensive term or word.

1a. Another way to look at it is, ANY class can be a "leader" [or controller/defenser/striker] class. There is no group of "leader" classes. There are several classes, not the least being the Battlemaster Fighter, that allow other PCs to take actions they wouldn't normally get and/or give bonuses to their saves/attacks/ability checks.
There are several classes in 5e who's PRIMARY SHTICK is often providing advantages of one sort or another to other characters. Its perfectly reasonable to refer to these as 'leaders'. Just as in 4e there are other classes with some degree of this as well, and individual character builds can be said to be or not to be 'leaders' in some degree. So no, in every given specific situation it isn't necessarily perfectly clear which character might fight into this category, but that doesn't make the category useless, especially since there is a coherent concept behind it that we can all recognize.

2) It is more limited. I would not add the completely subjective, "considerably more." But sure, other healers[?]/support classes[?] are able to do more...again, "because magic." Because what the warlord is doing is NOT magic it is automatically less impressive.
Well, we're just fundamentally in disagreement then, I don't accept that non-magical is 'less impressive'. There's more too it, but that's close enough for now.

I'll do my best and would appreciate it if you try to not be "insulted" by anything that disagrees with your opinion, 'k?
I'm not. I just want some degree of feedback and analysis beyond the most completely casual dismissal with a vaguely derogatory cast to it. Maybe 'totally dismissive' is the best way to put it. I won't mention it again, I'm not really especially thin-skinned, I just want productive discussions, not 'get lost'.

When someone says "Here's the class' shtick. This is what you can do that no one else in the game can [without using magic]," the appropriate response is not, "Now it just needs more/better [add the ability bonus and scale it]."

It is already special. It is already unique. The fact that a cleric can scale/add dice to spells or a bard can add Cha. to the bonus from their inspiration or whatever [I don't actually know what the bard mechanic is and don't need to look it up to make the point] does not mean/equal/lead to "so the warlord needs to do the same/as well." If you are choosing to play a non-magical character, then you [knowingly] do the best you can with your non-magical things.
Again, the 'non-magical is worse' meme just leaves me cold, I don't intend to design based on that principle. I'm happy if whatever we come up with here comports with your ideas, they're yours and you're welcome to them, I am just not on that wavelength.

I don't think that every class/character HAS to be at the same level of performance in every area, no, but when one class can do X, then that's indicative that another class probably could be designed to also do approximately X. 'NEED' doesn't factor into it anywhere, nobody 'needs' to play D&D at all. I think any discussion of the exact capability, at the level of 'how much of X is it?' has to be undertaken as part of an overall discussion of a set of proposed mechanics, or at the very least one might say "no way this proposed mechanic could EVER be allowable, 50 points a round of healing is preposterous!" but I don't think anyone generally goes there.

Assuming this isn't coming from a bias for powergaming, i.e., need more power, "cuz moar!", I believe this ostensibly results from some unspoken perspective of "...because that's what magic can do."

Magic, by its definition (anywhere, but specifically in this context for the Dungeons & Dragon [table top] Role-Playing Game), breaks the "laws/rules" of the [fantasy] universe...it is supernatural...it is metaphysical...it makes what we know is not regularly possible occur. For that reason alone, it will always do more (e.g. be "better" than) non-magical ability.
Again, your argument here is lost on me, I don't agree with it. I don't agree that this is a necessary or even intended 'principle' of D&D. I go back to the earliest incarnation of the game, and it quite clearly informs me that each of the three classes has its own strengths and simply excels in a different area, not that one is inherently better, or that the non-magical one is inherently worse.

Mundane abilities can not do the same as what is possible with magic. They just can't. Magic "breaks the rules" of the multiverse, mundane ability works within those "natural laws." In the context of a fantasy game, sure, that natural ability can go farther than strict "realism" would permit...as it should. But it can not, reliably or non-stop all day, match or beat what magic can accomplish.

I think [though I could be wrong], ultimately, this is another holdover from WotC's treatments of the game and, more generally, as shown in/desensitized by video games...where everyone is getting impressive visual effects for whatever "special moves" they're doing and everyone needs to be/have/do "the same" instead of expressing and reveling in what it different/special/"better at X than everyone else."

Promoting the attitude/perspective that "anything you [casters] can do, I [non-caster] can do better [equal]" is another damaging blow [to the game as a whole] that, in my opinion, the game has no obligation to nor should reinforce. This, of course, goes hand in hand with the whole perception of a "game balance" that is taken as some kind of measurable fact and meter by [many] gamers these days...and other conceptual differences of approach to the game. But I suppose that's a whole separate/deeper thread...which, realistically, could never get off the ground anyway because by the 3rd post people would be clicking "report," saying the different approaches/views are "edition warring" or hurting their feelings or whatever.

Yeah, we are just utterly never going to agree in any way shape or form on any of this.

Lets make it simple. I don't intend to create a class that can do less because it "isn't magical." I don't think that's a core conceit of the game or of the genre. It is certainly an easy and lazy mode of thinking to get into that allows one to avoid a lot of extra creative work to make classes that allow really interesting non-casters, but if you want this conceit I think you might find some other systems to be more appropriate, like Ars Magica.
 



You clearly play wrong if your wizard is getting 17 cantrips and 30 level one spells.

My wizard just got level 6, he gets to pick ANY 2 spells of up to level 3 to add to his spell book, and at this point he's added 10 spells to his book FOR FREE. While he may not be literally able to just pick from the entire list at will he has exactly the spells he most needs, and he's quite free to memorize the most appropriate ones (and has a bunch that are rituals that he can often just use anyway). So its actually a LOT like just having 40 extra options. Obviously you don't have "just that one spell" every single time, but I've got a LOT of 'em and I have 14 at the tips of my fingers and another 10 I can cast from a ritual, a scroll, or an item.
 

You clearly play wrong if your wizard is getting 17 cantrips and 30 level one spells.
You mean there's limits on how many spells they can have?
And how many they can use?


Wonder why you think battlebards won't have the same restrictions...
obviously some ideas won't make the cut, or will need modified.
 
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