YEven Mearls, when he went there, immediately admitted he was being ridiculous.
Don't bring facts into this!

YEven Mearls, when he went there, immediately admitted he was being ridiculous.
So, what are you willing to sacrifice of the 4e Warlord to make it work in 5e?5E is doing fine. 5E warlord doesn't need to do everything a 4E one does just like a 5E Druid or Wizard or whatever doesn't do everything a 3.5 one does and functions differently than a 4E one.
The concept is more important warlord supports heals fights tactics is the idea of the class.
It didn't take magic for me to predict someone would make that type of response.So at 17th level, a warlord becomes clairvoyant. Nothing magical about that!
So, what are you willing to sacrifice of the 4e Warlord to make it work in 5e?
Doesn't matter, they all get *those* spells, and a warlord needs to match them with the option to get similar effects or be the subpar option.
To go just slightly off topic for a moment, another interesting thing, from both podcasts, is the use of spell slots as a primary resource-balancing mechanism. Toting up those dice as healing or damage.
It's interesting in that it ignores what made the classes shake out into Tiers in 3.x: versatility.
A hypothetical class that just knew single-target blasting spells - one spell for each spell level, no player choice involved - but with the same slots as a wizard, would be valued the same as said wizard (or cleric or druid) under the scheme as outlined so far.
While that is literally true the idea is the Warlord needs to be as effective but different. Like we talked about before, the Warlord should be built around the Paladin chassis for balance reasons, just with different mechanics. The Fighter base chassis is pretty strong as it is, and even better when you get your class specific 3 and 4 attacks per round at 11+ with the extra feats thrown in. With those extra feats or ABI you will have build defining feats much earlier then others, so whatever you add in needs to be moderated somewhat.
Mearls idea "we already have a class that grants attacks" is just not understanding how people play, people who play BM will tell you Commanders Strike is only worth it with a backstabbing rogue or Paladin willing to smite with the actions you have to give up. The other maneuvers are rarely worth it. However there are pieces all over the rules that if put into one package and modified somewhat it would work and be effective. It also seems like Mearls is strictly fixated on a tactical warlord using intelligence, and the idea of using a zone just seems clunky and destined to slow down combat. Also his idea that "we don't wont to interfere with bonus actions so as not to mess up two weapon fighting" is absurd, the whole idea is to make choices in combat. Besides there are many other things that they put it to use your bonus action, it seems a weird hill to die on. Maybe the better idea is to have a better list of maneuvers in his idea.
There are some good ideas in there, but by starting off by basing it off the eldritch knight I think was a bad idea.