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Mike Mearls Happy Fun Hour: The Warlord

mellored

Legend
Stacking can be problematic, but there's no shortage of it.
It depends.
Stacking damage, attacks, to-hit, and vulnerability can certainly be an issue.

But "stacking" movement boost, attack boost, AC boost, and save boost isn't a problem, since they each apply to a different situation. So it's not really stacking.

Mike's original idea of having Gambits require concentration is a good one.
Agreed.
Though, at least for the moment, I prefer the overwatch zone to be concentration, and the gambits being 1-turn buffs at-will.

Yes, but we're focusing on ideas, not mechanics.
Mechanics and ideas should match.

Mechanically it was just split-the-difference between INT & CHA importance
IMO, keep all Gambits stat-neutral. (i.e. reroll an attack, +warlord level THP, +1d4 damage)
Then the sub-classes can add bonuses based on the stat. (i.e. +Int to the reroll, +Cha to the THP, +Wis to the damage). And some can remain stat-neutral (allies don't provoke OA's).

Inspiring is more likely to inspire by doing, the whole lead from the front thing.
I don't see why inspiring couldn't work from back or front.

I'm still on the fence about it. If the implementation really adds something in return for the added complexity to track, maybe. It should be made clear how it'd work in TotM, though.
IMO, it really adds to the feeling of being the warlord. The player, as well as the character, need to think about tactics. Not just hand out buffs.
Though, you don't want too much power put into the player skill side.

As for ToTM, "I'm watching the doorway", "I'm watching the paladin", "I'm watching the dragon" all seem straight foward enough for me.
 

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Remathilis

Legend
So then, what warlord, or warlord-related-non-magical-non-damage sub-class do people want to see?
Can we get to at least 10 of them?

Well, Barbarians have 6 subclasses. Bards have 5. Clerics have 11, Druid have 4, Fighters have 7. Monks have 7. Paladins have 7. Rangers have 5. Rogues 7. Sorcerers have 5. Warlocks have 6. Wizards have 10. I think you'd be better off with a few good ones than 10 thin ones.

Bravada/self-sacrifice (provoking an OA makes the enemy provoke an OA)

Strong start. A warlord that focuses on risk/reward abilities (think a barbarian's reckless attack) would be an interesting archetype. Certainly be good more chaotic warlords.

Tactical/Commander (back line, shouty)

Kinda default. I don't necessarily see "from the back" as a requirement, but as the "default" subclass, I can see it.

Stealth/Skrimisher (allies don't provoke OA's, allies can move and hide as a reaction)

Kinda touchy. Shouting "hide there" doesn't seem immersive, and I'm not a giant fan of turning entire parties into rangers/rogues. I could see a few powers/abilities, but not a full subclass worth.

Inspiring/Non-magical bard. (THP, +bonus while THP lasts)

Again, this seems like the default warlord's role. I could see a noble/diplomat type sub maybe, but this seems kinda thin.

Doctor/Non-magical cleric. (healing kits)

Again, how much healing are you giving the default warlord? This idea is best served when the warlord takes the healer feat. It doesn't need its own sub.

Nature Guide/Non-magical ranger (tracking, survival, secure encampment)

This really doesn't feel like it fits the warlord at all. Rangers are already a small niche, a warlord who can out-ranger a ranger seems like a bad idea. Again, I could maybe see the secure encampment as a power for the base-warlord, but not a whole subclass.

Officer of the Peace (net's, non-lethal)

This is a role-playing choice. I guess there could be a pacifist option, but I'd rather see this rolled into the noble/diplomat/inspiring sub.

Non-magical beastmaster. (command animals)

What have you got against the ranger? This is literally the third subclass that gives the warlord the ranger's toys. I'd say no just based on the fact I want the ranger to have SOMETHING unique!

That's 8.
9 if you want to include Lifeguard/David Hasselhoff (swimming)

I don't. Lifegard is at best a background, probably nothing more than someone trained in athletics.

Anyone got a few more?

Sure.

I could see chieftain/savage warlord that would fit into a barbarian tribe (or with more savage races like orcs). Something that gives his troops extra resilience. You could even roll this in with the bravada if you wanted a warlord who controls the chaotic power of the horde.

A ruthless warlord that is more about sacrificing his allies to achieve bigger benefits. Evil and not PC friendly, but it'd be hella fun for an NPC who sacrifices pawns to setup elaborate strategies.

Personally, I'd got Chieftain, Diplomat/Inspiring, Ruthless, Tactician, Bravada, and some arcane or divine-infused "magical" warlord.
 
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Remathilis

Legend
When I see the word ‘gambit’, I interpret it to mean a level 1 mechanic that is a prelude of more developed mechanics that are to come at higher levels.

Its a good name and all, but when I see "gambit", I think

Gambit442.jpg
 

Tony Vargas

Legend
I don't see why inspiring couldn't work from back or front.
Nod, same with tactics. That's why the dividing line among sub-classes should be emphasis and greater facility with certain sorts of gambits to support the concept, rather than having specific mechanics to justify the concept.

Every warlord will be able to come up with a tactical plan, inspire his allies, and do so from the front lines or the back. Some will be particularly good at tactics or inspiration, some will be particularly good at leading from the front, regardless of whether it's to inspire or execute a cunning plan. And, some, like the Artillerist or Icon ('Lazy') better served doing either from the back lines.

IMO, keep all Gambits stat-neutral. (i.e. reroll an attack, +warlord level THP, +1d4 damage)
Then the sub-classes can add bonuses based on the stat. (i.e. +Int to the reroll, +Cha to the THP, +Wis to the damage). And some can remain stat-neutral (allies don't provoke OA's).
Nod. That works. I kinda like the idea of different Gambits keying off different stats, in addition to specific sub-classes having advantages when using certain types of gambits.

I'm also starting to think adding a mental stat to weapon attacks might not be a bad idea, but with limitations. Not replacing STR/DEX with INT/CHA but supplementing it. I'm thinking the Warlord might evoke the concept better if it was MADder than the 4e version - maybe even MAD as hell. ;)

IMO, it really adds to the feeling of being the warlord. The player, as well as the character, need to think about tactics. Not just hand out buffs.
Though, you don't want too much power put into the player skill side.
Nod. It's a balancing of 'immersive feel' and actually modeling the character. You could just play a fighter (or a kobold, or telepathic paperweight) and kibitz at your fellow players with tactical plans - you'd have to be really good at it, your DM would have to recognize your genius rather than just making your plans fail arbitrarily, and it'd still be annoying as heck for everyone else at the table. Or, you could just play a 3.0 Bard with no spells and give everyone a bland bonus for just standing where they can hear you. In between those distant extremes, any number of potential Warlord implementations might be found.

As for ToTM, "I'm watching the doorway", "I'm watching the paladin", "I'm watching the dragon" all seem straight foward enough for me.
Yeah, it doesn't seem it'd be a tough thing to do, but it wasn't done right off the bat, even though TotM is the nominal default. Probably an oversight (I mean, it couldn't be that Mearls is trapped in the thinking "well, 4e used squares, so the Warlord just has to use squares.")
 
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So then, what warlord, or warlord-related-non-magical-non-damage sub-class do people want to see?
Can we get to at least 10 of them?

Bravada/self-sacrifice (provoking an OA makes the enemy provoke an OA)
Tactical/Commander (back line, shouty)
Stealth/Skrimisher (allies don't provoke OA's, allies can move and hide as a reaction)
Inspiring/Non-magical bard. (THP, +bonus while THP lasts)
Doctor/Non-magical cleric. (healing kits)
Nature Guide/Non-magical ranger (tracking, survival, secure encampment)
Officer of the Peace (net's, non-lethal)
Non-magical beastmaster. (command animals)

That's 8.
9 if you want to include Lifeguard/David Hasselhoff (swimming)

Anyone got a few more?
Those are some fine mechanics. But those are easy.

What's their story? What’s the paragraph or two of fluff that defines and describes them? The description that sells the subclass and provides and expectation for what it does without reading the crunch.
 

So then, what warlord, or warlord-related-non-magical-non-damage sub-class do people want to see?
Can we get to at least 10 of them?

Bravada/self-sacrifice (provoking an OA makes the enemy provoke an OA)
Tactical/Commander (back line, shouty)
Stealth/Skrimisher (allies don't provoke OA's, allies can move and hide as a reaction)
Inspiring/Non-magical bard. (THP, +bonus while THP lasts)
Doctor/Non-magical cleric. (healing kits)
Nature Guide/Non-magical ranger (tracking, survival, secure encampment)
Officer of the Peace (net's, non-lethal)
Non-magical beastmaster. (command animals)

That's 8.
9 if you want to include Lifeguard/David Hasselhoff (swimming)

Anyone got a few more?

Quick eval:

Bravada - Workable
Commander - Workable
Skirmisher - Commander specialization
Inspiring - Part of the base class
Doctor - Rogue
Nature Guide - Ranger
Officer of the Peace - Fighter
Beastmaster - Ranger
Lifeguard - David Hasselhoff



When I consider what a class has to support, it needs one broadly general concept, and a number of unique, specialized concepts. Mastermind is very different from Thief, and Dragon Bloodline is very different from Storm Sorcerer, even though they are still based on the same underlying class, and even though the mechanics may not be so terribly different. Each subclass has to provide realization to an entirely different character concept.

The alternate approach is considering that Circle of the Land and Circle of the Moon Druids can both cast spells and shapechange, but their focus and expertise in each respective area is notably different. Same for the various schools of magic for a Wizard.

So the first question is whether to go the specialization route or the uniqueness route. Overall, mages that choose their subclass at level 1 tend to go the specialization route (get better at some aspect of what anyone of that class can do), whereas melee that choose their subclass at level 3 tend to go for the uniqueness route (add new things that other subclasses can't do).

Another way of thinking of it is deciding whether the class or the subclass is the more defining aspect of your character concept. For example, I'm a Sorcerer (1) / Storm Sorcerer (2), vs I'm a Mastermind (1) / Rogue (2). A Wizard doesn't typically identify himself as an Evoker. He's a Wizard, who happens to specialize in evocation magic. On the other hand, an assassin will think of himself as an Assassin, which happens to be a type of Rogue. A Beastmaster is a Beastmaster first, Ranger second.

So: Is this a class that should choose its subclass at level 1, or at level 3?

This choice determines how much of the character concept has to be incorporated into the main class, vs the subclass. Are all Warlords essentially the same, just with different focuses? Or is the Warlord class just a support framework for a variety of different, but related, character concepts?

For example, a Doctor vs a Commander are very different concepts, and thus lend themselves to the idea that the Warlord is a level 3 class like Fighter. On the other hand, a Commander that uses inspiration vs a Commander that uses clever tactics vs a Commander that throws himself into the fray in a self-sacrificing manner implies that this is a specialization class.

It is possible to mix them together. That's essentially what the Battlemaster is — a specialization mechanic within a uniqueness mechanic. Same for the Totem Barbarian. In each case, the uniqueness tier provides the primary character concept, while the specialization just provides a path that it can follow.

If you go the specialization route, the primary class has to be able to represent all the character concepts that the class supports. This works when the main class itself represents a broadly understandable concept — a Wizard, the student of magic; a Warlock, who made a deal for power; a Cleric, who has devoted himself to god; a Druid, a shapeshifter tied to nature; a Sorcerer, someone imbued with magic from birth. That's not the case for Fighter, Rogue, Monk, etc. And my impression is that it's not the case for Warlord, either. A Warlord isn't part of the broader zeitgeist, and isn't a concept unto itself.

Thus, I'd choose to define it with a subclass at level 3. This has further mechanical implications.

In general, all further choices you make within the class will be restricted to either the subclass (for classes that go the unique route) or the main class (for classes that go the specialization route). The half casters sort of break this rule by having spell selection choices, and the Ranger breaks it further with its Favored Terrain and Favored Enemy features (though both of them are also considered to be 'bad' mechanics).

In any case, any further choices that allow specialization should be contained within each Warlord subclass. If you have a Commander subclass, then you should have Battlemaster-like specialization choices, rather than Commander A/Commander B/Commander C subclasses. That's because the Commander needs to encompass a complete character concept, and not be in competition with the other subclasses to do the same thing.

~~~~~

So now you need to define subclasses. Subclasses must be defined by character concept, not by mechanics. (I had written up an explanation for this for those who were still having trouble grokking the difference, but decided I didn't want to drag out the continued flaming.)

You then iterate between subclasses and the main class until you can define a broad concept for the main class that encompasses the character class concepts that the subclasses represent. Once you have that down, you can work out what mechanics the main class needs to provide, in order to support all the subclasses' common needs.

2) What are the subclasses for the Warlord class? Or more particularly, what character concepts belong within the scope of the Warlord?

The problem here loops back around to the issue that I keep trying to raise in-thread: What broad idea does the Warlord represent? I'll try brainstorming a few things.

Supporting allies. Helps them when they're down. Keeps them going.
Uses skill and training. All classes do this; what's special? What sort of training? What sort of skill? (Probably per unique.)
Tactical mindset. Find strengths and weaknesses. Don't just find a bigger hammer; find the right hammer.
Getting to the right place. Often needs to adjust positions.
Pay attention.

A Warlord is well trained, or at least skilled, at supporting her allies. She pays close attention to detail as she moves through the battlefield, using a focused mindset to spot what's important. Whether or not her friends recognize the effort she makes, she'll do what she can to keep them going through the long slog of battle.

That feels good. The Warlord's strength comes from skill rather than magic. It touches on the basic healing provided, and hints at the tactical mindset, and the fact that she focuses on support rather than direct combat power. Movement is likely. Mechanics beyond that are left to the subclasses to flesh out.

So, some basic powers the class can provide. I will add more as I think of them. Not doing any attempt at balancing stuff here, so it will probably look weak.

1] Inspirational healing. With words of soft encouragement, barking demands, calm commands, or perky cheerleading, the Warlord can keep her allies fighting through the toughest of battles. Provide healing (scales with level), that overflows into temporary hit points. Gain at 1st level.

2] Warning. Periodic use. Can cause an attack against an ally to have disadvantage.

3] Insight. Periodic use. Can give an ally advantage on an attack.

4] Movement. Increase speed by 10 feet.

5] Use Int as primary weapon modifier. (1st level)


So, we have a few basic things the main class can do, and thus all subclasses can do. Now what can we add to the subclasses to make them unique? What character concepts can be derived from the very basic building blocks?


1) Self-sacrifice. A character that will deliberately make themselves seem weak or troublesome, in order to draw in the enemy, and allow her allies to have the advantage. A damsel in distress, a princess that needs rescuing, the Leeroy Jenkins of the group. Sailor Moon. Likely to inspire grudging respect, mixed with frustration and affection.

Possible mechanics: Gain resistance to damage, while giving the enemy advantage on their attacks against the Warlord, and disadvantage to attack characters other than the Warlord (eg: Bear Totem). Rallying Cry.
Alternate: Take disadvantage on your attacks to give disadvantage to enemy attacks.


2) Commander. A character that evaluates the battlefield and finds advantage within it. Finds ways for allies to avoid enemies, or turn the tables. Figures ways around enemy defenses. Likely to inspire official respect. Ouki (Kingdom), Chidori Kaname (Full Metal Panic).

Possible mechanics: Mearls' Tactical Focus area. Better recovery during rests.
Possible specializations: Ambushes, Naval Warfare


3) Strategist. Always seems to be two steps ahead, and often uses that knowledge to lay down traps for the enemy to fall into. May play it serious, as a trickster, or make it all seem like one giant coincidence. Likely to inspire respect, at a distance, and maybe a little fear. Ousen (Kingdom), Tokuchi (One Outs), Tylor (Irresponsible Captain Tylor), Thrawn (Star Wars).

Possible mechanics: 'precog'. Get DM to reveal intended enemy movement and/or actions, or use reactions to interrupt enemy action. Portent-like tools. Alternate Tactical Focus tools.


4) Defender. Expert in defending prepared areas, such as encampments, forts, castles, or cities. Forces the enemy to play his game. Good at maintaining morale. Likely to inspire camradery. Dot Pixis (Attack on Titan)

Possible mechanics: Larger, but immovable Tactical Focus. Can heal allies within the TF area (ie: improved morale or medkits). Can improve defenses within that area. Traps. Limit enemy's movement choices.


Edit: Stealing a couple obvious ideas from Tony:

5) Crusader. 1/3 divine caster

6) Arcane Battlemaster. 1/3 arcane caster

No real character concepts with them, but the 1/3 caster is an obvious extension for a non-magical class.


~~

Well, there's a few fairly solid starting subclasses. I'll admit that I'm having a really hard time coming up with character concepts that expand beyond those four, though. Commander, Plotter, Planner, and Screw-up. Everything else I'm seeing right now fits as abilities or specializations within those four.
 
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mellored

Legend
Kinda touchy. Shouting "hide there" doesn't seem immersive, and I'm not a giant fan of turning entire parties into rangers/rogues. I could see a few powers/abilities, but not a full subclass worth.
Dunno.
Pass without a trace is already a thing.

Again, how much healing are you giving the default warlord?
IMO, just enough to get someone off the ground.
Otherwise you keep people alive by not leetting them get hurt in the first place. (Bonus AC, saves, THP, ect...)

What have you got against the ranger?
In 5e, the ranger's unique thing is mixing weapon damage and spell casting.
Non-magical rangers don't exist. This seems like a perfect opportunity to fix that.


Actually... I'd be fine with "Ranger" as the base class name. Since it's already lost its identity, why not let it take up a new one?
It also fits the image of Aragorn leading people into battle, or through the woods, or... well using skillful expertise to lead people in general.

Chieftan ranger
Brave Heart ranger (inspiring)
Ruthless ranger
Tactical ranger
Bravada ranger
Warlord ranger (heavy armor)
Beastmaster ranger
Skrimishing ranger
Herbalist ranger (Doctor)
Harrying ranger
And some sort of divine infused "magical" ranger. Who is the only one who gets's spells.
 

Tony Vargas

Legend
When I consider what a class has to support, it needs one broadly general concept, and a number of unique, specialized concepts. Mastermind is very different from Thief, and Dragon Bloodline is very different from Storm Sorcerer, even though they are still based on the same underlying class, and even though the mechanics may not be so terribly different. Each subclass has to provide realization to an entirely different character concept.
Except not unique in some fairly major ways. A Storm Sorcerer and Dragon Sorcerer might still no the exact same spells. A Mastermind Rogue is still using SA for some nasty DPR.

The alternate approach is considering that Circle of the Land and Circle of the Moon Druids can both cast spells and shapechange, but their focus and expertise in each respective area is notably different. Same for the various schools of magic for a Wizard.
Much more plausible given how 5e handles sub-classes. They don't usually radically re-write a class.

So the first question is whether to go the specialization route or the uniqueness route.
Specialization, unquestionably. Take the tactical warlord, for instance, the tactical demands of a given situation might call for almost any gambit, if he had 'opposition schools' like an old-timey 2e wizard, he'd be unable to use certain battle plans just because they required he be even a teeny bit inspiring or perceptive or whatever. The Warlord'll need a lotta gambits, and any given warlord might conceivably use any of them - but, it's personal style & inclination, the doctrines it follows, and so forth might make it better suited to or better using some sub-set of them.

A Wizard doesn't typically identify himself as an Evoker.
Meh, characters don't generally identify themselves as their class or their sub-class. If they do - a PDK for instance - it's a darn good indicator that they should've been implemented as a PrC, instead! ;P

So: Is this a class that should choose its subclass at level 1, or at level 3?
I don't think it's a major decision. The idea of choosing early is that it's something particularly defining - like a cleric wouldn't make a lot of sense not choosing his deity. The Wizard, though, doesn't fit that idea, at all, the traditions aren't defining in that same way.

The level 3 threshold really ruins the fighter for a lot of sub-classes, including this one, because functionality that isn't in the fighter's very focused Tank chassis is delayed.

This choice determines how much of the character concept has to be incorporated into the main class, vs the subclass. Are all Warlords essentially the same, just with different focuses? Or is the Warlord class just a support framework for a variety of different, but related, character concepts?
I think the desire to include options like the Lazy warlord mean they have to be able to kick in from the beginning. Combined with the idea of using gambits, at all, demanding a lot of flexibility in which gambit, when to make much sense at all (unlike spells that do something very specific and must be mastered or prepared, gambits can border on the improvisational, as well as be the execution of a careful plan).

If you go the specialization route, the primary class has to be able to represent all the character concepts that the class supports.
That'd be the only sensible way to go, really. The class needs to have it's capability concentrated in flexible resources, those CS (or whatever he choses to call them) dice that modulate healing/damage/etc resources, and the situational Gambits that give them shape.
It's the approach and the facility with different sorts of gambits or different situations that draws mechanical lines among the various sub-classes, hopefully, in ways that can match the conceptual lines.

But, yes, an inspiring warlord should certainly be able to help his allies execute a tactical plan, and a tactical warlord should be able to inspire his allies to carry though with a tough fight.

So now you need to define subclasses. Subclasses must be defined by character concept, not by mechanics.
There's really not a 'must,' here. There's concepts that can be easily explained in terms of mechanics and those that owe there existence to mechanics of past editions. The Dragon Sorcerer, for instance, owes the existence of it's concept to the introduction of spontaneous casting into 3.0, the wizard traditions are nothing more but lingering echoes of the 2e specialist wizard, who, in turn, grew out of the division of spells into schools, which had minor mechanical effects in the game (detect magic could determine the type of magic, for instance). That doesn't invalidate them.

Don't get too hung up on chicken-and-egging concepts, if there's a good concept already out there, whether it was inspired by a mechanic like the Dragon Sorcerer (really, the whole class) or had a unique/problematic mechanic because of a cool concept that D&D choked on a bit, isn't that important. What's important is there was this cool concept you could play, and now you can't, so let's fix that. ;)


The problem here loops back around to the issue that I keep trying to raise in-thread: What broad idea does the Warlord represent?
It's not as controversial a question as the class itself. Broadly, succinctly & metaphorically: it's the guy on the team who helps his teammates be better together than apart.

Supporting allies. Helps them when they're down. Keeps them going.
Uses skill and training. All classes do this; what's special? What sort of training? What sort of skill? (Probably per unique.)
Tactical mindset. Find strengths and weaknesses. Don't just find a bigger hammer; find the right hammer.
Getting to the right place. Often needs to adjust positions.
Pay attention.
More trees than forest, but yeah, that all fits, among other things.

So, some basic powers the class can provide.
There's something like 330 to draw on, already. Just say'n - 'starting with the concept' doesn't always have to mean re-inventing the wheel.

(I wish I could find wrecan's old article, he did a good job breaking up warlord abilities into a few fairly cogent categories...)

Now what can we add to the subclasses to make them unique?
Which sorts of gambits they're better at, and in what ways - probably spread over a few features as they level. And, if they do go with the Zone of Control or Overwatch mechanism, what sort of things happen there by default.

Self-sacrifice. A character that will deliberately make themselves seem weak or troublesome, in order to draw in the enemy, and allow her allies to have the advantage.
Oddly, self-sacrifice is also kinda the theme the Bravura - risky moves that put it in danger to help allies, but it's anything but weak.


2) Commander. A character that evaluates the battlefield and finds advantage within it. Finds ways for allies to avoid enemies, or turn the tables. Figures ways around enemy defenses.
Sounds like Tactical, but too general, really, more like an alternate name for the class, albeit, a bad one (it has been suggested).

3) Strategist. Always seems to be two steps ahead, and often uses that knowledge to lay down traps for the enemy to fall into.
Too general, also.

4) Defender. Expert in defending prepared areas, such as encampments, forts, castles, or cities. Forces the enemy to play his game. Good at maintaining morale. Likely to inspire camradery.
Sub-set of what I wanted to do with Resourceful.

5) Crusader. 1/3 divine caster

6) Arcane Battlemaster. 1/3 arcane caster

No real character concepts with them, but the 1/3 caster is an obvious extension for a non-magical class.
Nod. Well, I mean 'Crusader' is definitely a concept, and the other was a Paragon Path, so had as much concept/flavah text as a 5e class, but, ultimately, it's just an artifact of adapting a non-caster into 5e, and 5e's determination to make Multi-classing "Optional" while still supporting obvious MC builds.

I'd've suggested Ardent as a 1/3rd psionic if they hadn't already used it in the Mystic. ;)



Well, there's a few fairly solid starting subclasses.
I think you might be getting hung up on mechanics, yourself, with those four. You're trying to group concepts together by how they might do things, mechanically, and, broadly, all warlords should be doing things, for the sake of design efficiency, with a common class-defined set of mechanics, perhaps by tapping certain daily resources (because, even if the Warlord in question chooses never to heal, 5e mandates healing be a daily resource, apparently), and funneling them through a given (situational) Gambit, focused around some Zone of Control (if we can't escape that). The concepts can be more about the character, but will determine which gambits they do well, and how they mess with that general flow of mechanics, in support of that concept.

This means two warlords may use the same gambit to do the same thing, but what's going on is quite different. A tactical warlord who gives an ally an attack might be shouting a code-phrase that's part of the carefully-rehearsed battle plan, and the ally gets an attack bonus based on INT. A bravura warlord doing so may be creating an opening with a reckless attack, and the ally gets advantage. An inspiring warlord simply exhorting them to fight harder, and give a CHA bonus to damage. Those sorts of things. Or, an ally within a Zone of Control might get a different bonus depending on the sub-class/level of the warlord defining it. I picture, for instance, Resourceful Warlords as taking advantage of terrain a lot - they're improvisational, that way, making use of things at hand - if there's a hazard in the zone of control, they might give their allies bonuses to avoid and their enemies penalties when their allies try to force them into it.

Everything else I'm seeing right now fits as abilities or specializations within those four.
There's not a lot of room, in sub-classes, for sub-sub-specializations. But, I'm curious how you'd group the score or so of concepts posted just the last day or two under those 4, without making them about mechanics rather than concept, that is....
 
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Remathilis

Legend
Dunno.
Pass without a trace is already a thing.

Its magic. How is he doing it nonmagically?

IMO, just enough to get someone off the ground.
Otherwise you keep people alive by not leetting them get hurt in the first place. (Bonus AC, saves, THP, ect...)

Wait, I thought healing was an important part of the warlord's identity. [MENTION=58172]Yaarel[/MENTION] said it was so important it MUST be from level 1!

Seriously, this is like nailing jello to the wall. Does anyone actually agree on what this dang class actual DOES?

In 5e, the ranger's unique thing is mixing weapon damage and spell casting.
Non-magical rangers don't exist. This seems like a perfect opportunity to fix that.

1.) Mixing weapon damage and spellcasting is also the realm of the paladin, blade bard, valor bard, arcane trickster, eldritch knight, Hexblade, and bladesinger. You might as well say that a ranger's thing is d10 HD.

And the non-magical ranger is called the Scout; he's a rogue archetype.

Actually... I'd be fine with "Ranger" as the base class name. Since it's already lost its identity, why not let it take up a new one?
It also fits the image of Aragorn leading people into battle, or through the woods, or... well using skillful expertise to lead people in general.

Chieftan ranger
Brave Heart ranger (inspiring)
Ruthless ranger
Tactical ranger
Bravada ranger
Warlord ranger (heavy armor)
Beastmaster ranger
Skrimishing ranger
Herbalist ranger (Doctor)
Harrying ranger
And some sort of divine infused "magical" ranger. Who is the only one who gets's spells.

Wait, so now a warlord is a ranger? What happened to the leader/healer/buffer dude we've been on about. Its as if the warlord is...

Oh. Oh I see. I see now. How foolish of me.

This was never about the "warlord" archetype at all, was it? This was only about reintroducing the Martial Power source. I mean, sure, give them a new name like gambits, and base them around magic rather than "powers" but it really didn't matter if they were for the warlord or not. The point of the class was to be generic enough to replicate the 4e fighter, rogue, ranger, warlord, and then be able replicate the effects of the bard and cleric (and other leaders) nonmagically as well. Those subclasses, those really ARE the rogue, bard, ranger, cleric, etc. The warlord is a Trojan Horse*; use the name of the only PHB class not in the 5e PHB to create legitimacy and then having some "OFFICIAL DUNGEONS & DRAGONS(TM)" versions of the 4e Martial Powered classes back.

Silly me, I thought this was about a guy who shouted bonuses and healed hp.

* To be fair, a Trojan Horse would probably be a good high-level ability...
 

TwoSix

"Diegetics", by L. Ron Gygax
Seriously, this is like nailing jello to the wall. Does anyone actually agree on what this dang class actual DOES?
Of course not. That's why WotC does surveys, and runs with ideas that get 80% approval. This is literally the same reason that ranger has gone through round after round of revision. No one agrees exactly what it should be.

This was never about the "warlord" archetype at all, was it? This was only about reintroducing the Martial Power source. I mean, sure, give them a new name like gambits, and base them around magic rather than "powers" but it really didn't matter if they were for the warlord or not. The point of the class was to be generic enough to replicate the 4e fighter, rogue, ranger, warlord, and then be able replicate the effects of the bard and cleric (and other leaders) nonmagically as well. Those subclasses, those really ARE the rogue, bard, ranger, cleric, etc. The warlord is a Trojan Horse*; use the name of the only PHB class not in the 5e PHB to create legitimacy and then having some "OFFICIAL DUNGEONS & DRAGONS(TM)" versions of the 4e Martial Powered classes back.
Seems overly conspiracy minded. :) Especially since power source has pretty much no meaning (mechanically) in 5e.
 
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