mellored
Legend
Rune Scribe sounds like a good Artificer sub-class to me.Actually I kinda like the idea of a Rune Scribe as a non-magical magical buffer.
Rune Scribe sounds like a good Artificer sub-class to me.Actually I kinda like the idea of a Rune Scribe as a non-magical magical buffer.
And the whole point of a wizard is to cast spells, yet there is a bladesinger.
Or the whole point of a fighter is to fight, yet there is an eldrich knight.
Int would be the main stat. With a flexible secondary stat.
Fear lord would be using intimidation to control enemies. Breaking their moral, causing fear (disadvantage, movement penalty), possibly some psychic damage. Maybe call it Doomsayer.
Charisma would be the inpsiring leader. Call it a marshal, after the 3.5 marshal.
Pacifist would not deal any damage themselves and would try to resolve things peacefully. Diplomat would be a good name.
There's plenty of room for a non-magical class that focuses on non-damaging effects. No need to limit yourself to just the 4e version of the armored tactician. That's just one example.
And the Sorcerer is already the Wizard, the Paladin is already the Cleric.All this seems to go against one of the things Mearls was trying to avoid. Fear Lord sounds like it would be a College of whispers Bard, Marshal already exists as the Valor Bard, Pacifist is essentially the redemption Paladin(there was also the tranquility monk).
And the Sorcerer is already the Wizard, the Paladin is already the Cleric.
Yeah, I don't buy it.
Fair.Bah, Artificer arshmifiter.
I'd rather have the Rune Scribe as an Arcane subclass to the Warlord and no Artificer than have the Rune Scribe as a subclass to the Artificer and no Warlord.
Yep. With Essentials, they gave the Thief SA /per turn/ and 'updated' the Rogue to work the same way, from then on, if you were a Princess Build*, and there was a rogue in the party, you used Command the Strike or whatever on him every round, heck, at least every round, if you could maybe slip him an attack with your immediate action you'd do that, too, because, y'know, damI think an important thing that is getting overlooked is the fact that the ability of the Warlord to grant Basic Attacks had a certain weight in 4E because 4E was a game where "basic attacks" kind of sucked. ... that one basic attack the Warlord granted was a minimal benefit over him attacking on his own.
Really, though, the flavor was up to the players. That was one of the things about the way 4e presented 'powers.' They were bundles of mechanics, they came with an evocative name and a bit of sample flavor text, but you were free to change it. Some Warlords' "Commanders Strike" could be a literal command. Others could be a tricky maneuver. Others could just be a cry for help.Which leads us to a big point: it was mostly about the flavour. It's not "power", it's visualizing a style of character that was different from anything else. The senior swordsman taking the enemy's full attention in order to let his allies hit past their guard. The sergeant locking blades with the orc chieftain while the rogue stabs him in the back. The war veteran simply telling a guy how to kill that pesky goblin.
Actually, it does, it's little more than nuance, really. You get an action, which can be almost anything you care to declare, a move, which can't it's just moving, well and standing up & moving and maybe something else if your DM says so, and may or may not get a bonus action, a ruled-not-an-action-action, an object-interaction-action, and, between times, (one and only one) reaction action. Really, it's action-packed.What happens with 5E? 5E doesn't have a nuanced action system.
I don't see it that way:If you're a melee combatant your god-action is the attack action.
One of the major differences with 5e is that balance isn't so much of an issue.In 5E things are different, and I can see balance issues arising.
Not too sound too defensive, here, but, again, 5e is not gimped, it is not incapable of handling an awesome class concept just because that concept's primary appearance was in a more structured edition. It'll just handle it differently.I just don't see it happening: the warlord is built around the structure of 4E and that's something 5E isn't equipped to replicate.
And modeling that will take more design space than is available on the Fighter chassis. Mearls seems to acknowledge that, really, when looking at the fighter and realizing that there's nothing in it that supports the Warlord concept prior to wedging in the sub-class. And, again, when deciding on the EK as his template based on it doing 'healing' (hp restoration).The Warlord, to me, was about improvising and executing complex battle plans that exploited every square of movement and every bit of positioning and pushing and pulling to obtain the best possible effect.
While a Fighter sub-class might only have room for just enabling an ally to roll to hit once more per turn, the result wouldn't be a Warlord.I don't really feel the need for a class that will enable me to roll to hit once more per turn. Different classes for different games.
A warlord does, to call back the original, definitely. All 5e Warlord sub-classes, OTOH, not s'much. One thing 5e does, quite profligately, is to cover quite specific concepts that, in 3e would require MCing (or Hybriding in 4e) or 20-level feat-tree builds, with a one-and-done sub-class choice. Nothing stopped you from taking an MC feat, or even hybriding your Warlord with a class from some other source ('caster' in real-D&D parlance), in 4e. Something very well could in 5e: called the DM not using feats or MCing! Instead (or, rather, as well), sub-classes.No I mean one of the fundamental tenets I've seen Warlord fans state is that a Warlord has to be non-magical...
Mearls, apparently, couldn't think of a third variation on beatstick before resorting to the EK. ;PY'know, the point about warlords not having enough legs to be a full class in 5e is an interesting one. If the idea is that a base class should have eight or ten sub classes (and we seem to be headed that way), then, yeah, I can see Mearls' point. Sure, I can think of three, maybe five sub classes for warlords, but eight or ten? No, I can't actually think of that many variations on "martial support character".
I'll believe it at year 11, but it is nice to hear.Kind of cool that they seem to think that 10 years from now, we'll still be playing 5e as well.
Bundling is a possibility. Bundle the Artificer & Alchemist together, for instance. Psionics shouldn't be a problem. I mean, from prior eds we have: Psionicist, Psion, Wild Talent, Soul Knife, Psychic Warrior, Ardent, Battlemind, andOn a side note, that does make some classes REALLY hard to build in 5e. An alchemist class doesn't have 10 variations. Even the Psionicist is stretching pretty hard to get that many. Possible, I suppose, if they start emulating other classes with psionic classes. But, if that's the design philosophy going forward - that any new base class needs enough design space for 10 or more sub classes, I think many people are going to be pretty disappointed.
So... which is it? Does the class do too much, or does it not do enough?Honestly my real problem is that he essentially wants this one class to do everything. There is not near enough flavor space for 10 _______-Lords. He is just trying to justify a second class when conceptually there is just not enough there
Not at all, it's several ways to do the same thing: support other players.Honestly my real problem is that he essentially wants this one class to do everything. There is not near enough flavor space for 10 _______-Lords. He is just trying to justify a second class when conceptually there is just not enough there

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.