The tactical focus idea is terrible IMO. First off he is thinking in 2 dimensions. Second, you are a Warlord, you don't focus on areas, you focus on leading people.
Saying the BM can already grant attacks is true, however the ability is terrible due to action economy. Maybe other people use it, but I haven't seen it.
After hearing these podcasts and seeing some of the spells in Xanathars I wonder if they actually playtest the games in the office or even bother to check in on the community. The ideas presented here by posters are better than what came out.
The tactical focus idea is terrible IMO. First off he is thinking in 2 dimensions. Second, you are a Warlord, you don't focus on areas, you focus on leading people.
The cleric is inappropriate for some settings, and inappropriate for some players.
Healing is a fundamental aspect of the D&D game.
I strongly oppose any cleric monopoly over healing.
There should be as many classes that heal, as there are classes that deal damage.
Are you not the guy who wants D&D to not really support deities though? I mean, I get that, but it's also never ever going to be a mainstream well-supported option.
Tactical - a canny warlord, who excels at devising & coordinating cunning plans. This is the one that Mearls was talking about in the podcast as if it were the whole class, so, in 5e would use INT and 'Gambits' that map, vaguely, to spells in the way Mearls went into, only, to do it 'right,' it'd map more to the casting of Druid or Wizard than an EK. It would emphasize 'Tactical Gambits' in the same sense that an Evoker emphasizes blasty spells, an emphasis, being better at it, not in the sense of being unable to use everything else.
Inspiring - the original opposite number to the tactical warlord, the inspiring warlord did exactly what it says on the tin, bolstered his allies (hps, both healing &temps and handed out buffs), mainly keyed off CHA. It tended to be less about maneuvering & commanding and more about leading & aiding. In 5e, it would use the same Gambits & Maneuvers as other warlords, but better at the ones that hand out bonuses and hps, probably by the simple expedient of tacking his CHA mod onto them.
Resourceful - where the tactical warlord plans & orchestrates, the resourceful warlord reacts to opportunity - he has contingencies. The resourceful sub-class in 5e might be like the still unrealized generalist wizard, it'd be reasonably good at all the various sorts of Gambits, and it'd benefit a little, from both INT & CHA. Or, it could emphasize gambits that react to the enemy and leverage the environment.
Bravura - Mearls also hinted a this one, just a bit, in talking about the benighted pre-sub-class Warlord-heading fighter. It's the lead from the front type. It leads by example, is all about showing and inspiring bravery - and intimidating the enemy, something 5e could afford to emphasize more than 4e did. In 5e terms, this'd be the faux-fighter-multi-class sub-class, analogous to a war cleric, valor bard, or bladesinger. It'd get an actual extra attack of it's own, get slightly better weapons or armor, and do better with Gambits that involved getting in there and mixing it up to make things happen, rather than those that provoke or trick the enemy or direct or coordinate allies.
These next three were the last gasp of the warlord before essential (keep in mind, everything Warlord in 4e came out in a 2-year period, as soon as Mearls took the helm, the Warlord got nothing - except getting slapped with the 'Marshal' sub-class label) got less support than the others, so they're not as fleshed out...
Skirmishing - Emphasized mobility for both itself and it's allies. Skirmishing is RL military tactic, of course, in 4e, there were plenty of exploits that involved movement. In 5e, it could get a more evocative treatment, maybe emphasize DEX and light armor, and gambits best used by similarly mobile allies, and, of course, be particularly good at those gambits that involved maneuvering allies, quick in-and-out attacks and the like.
Insightful - 'Watchful' might've been a good name for this one. Specialized understanding the enemy and staying alert for their plans and actions. Mechanically it didn't much deliver, it mostly just subbed WIS for INT or CHA when handing out bonuses. In 5e it could get a more interesting "know your enemy" sort of treatment, shading over into what in 4e would have been off-limits 'controller' functions, and imposing conditions and actions on the enemy, metaphorically 'getting in their heads' and predicting & manipulating them. Could be very good at a few such gambits that are otherwise marginal in the hands of most other warlords.
and Archery - though the distinction isn't important, this was not a build, but an alternate feature ::shrug:: - 4e was not super flexible about the choice of range vs melee weapons, STR vs DEX, so the Warlord was mostly STR/Melee. This version was able to do ranged. It was the sole official exception to the 'lead from the front' idiom, it would shoot enemies and set them up for allies. In 5e, it'd be a lot less convoluted to emphasize ranged weapons, and an Archer-Warlord could simply do so, and excel at Gambits involving archery, his own or coordinating with his allies.
Then, there's the 'Lazy' build, it wasn't spelled out, but players strung together some tactical 'exploits' (maneuvers or gambits), that didn't involve the warlord attacking (or often, even acting, at all), into a build that aided allies primarily by funneling actions to them. The concepts this opens up are surprising - Garthanos called it a 'Princess Build,' because it could be used to let you play a seemingly-helpless side-kick or damsel in distress sort of character, yet still fully-contribute to the success of your party. Instead of imperiously commanding your allies to attack, you scream for help. In 5e, this sub-class could de-emphasize weapons & armor, emphasize CHA and Gambits that involve heroics on the part of their allies.
Yeah, that would have been useful. Feels vaguely similar to the spell points mechanic, which ended up a very low-tier optional rule. On the other hand, you may still want to be able to use those dice in different ways, and even if they had a universal system on the design side, it may not manifest that way in what the player can see (the actual implementations), and what the player can see is what users have to work with when designing their own subclasses. Again, it's showing another tool that a player could use to figure out what would work, even if they don't have the tools that WotC has at their office.Tony Vargas said:5e has become unnecessarily complicated in how it handles a number of somewhat similar things - bless/guidance, inspiration, bardic inspiration, CS dice, Aid, advantage, help, HD, re-rolls, etc...
I feel like they could have consolidated a number of 'expendable-dice' mechanics into one unified sub-system that could have been readily adapted to different applications, keeping the game simpler. Too late now, obviously. 5.5,maybe?
The Int damage bonus is on top of Str/Dex. He did mention that it might be too powerful, but set it aside as an issue to be dealt with on Jerry's side (general balance adjustments) or playtesting.On top of STR/DEX or instead of it? Neither's good, mind you...
He did actually mention that he considered the possibility of adding it to the attack roll rather than the damage roll, but had decided against it, after other considerations. I don't remember exactly what he said, though.If it was hit, but not damage rolls, that might be workable, but just, in general, a warlord design should not be worrying overmuch about its own sustained DPR.
The Warlord was being explicitly designed for those who are more interested in the tactical nature of the game, and thus more suited to those who might use miniatures and maps. Having a more complex design was explicitly considered OK.Mildly bizarre given 5e's fetishization of TotM. It's not like it'd be at all hard or TotM-incompatible, to move allies around /relative/ to eachother & enemies. Also, I think the word 'contiguous' could have helped, there, it sounds like a 4e 'Wall 4'
Of course, 5e's love affair with TotM has not exactly delivered a lot of actual support for TotM, anyway. :shrug:

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