Tony Vargas
Legend
Well, sub-class at hand.Can we PLEASE actually discuss the class at hand? If you don't feel that there's enough to a warlord, fair enough. That's fine. Go start your own thread that we can safely ignore. For the love of little kittens, PLEASE STOP with the drive by edition war crap.

It's just being used in the podcast to refer to warlord features.Ah. I had no idea that the term ‘gambit’ was being used this way.
Interesting.To me, a gambit always means an ‘opening move’. But one that sets up future moves.
I guess ‘gambit’ could work for a strategic maneuver. But it is always one that requires an other movement to follow up. And it is never the conclusive move in itself.
In the sense of a requiring a follow-up move. The term ‘gambit’ is actually a good technical term for granting an extra attack.
Except it's not. The Ranger started as a (rather tenuous) Aragorn clone, with alignment & logistical restrictions, an extra HD at level 1, specific woodsy skills, a focus on killing giants, and, at high level, magic and oddball woodsy followers. ::huh?:: In 2e, it got Drizztzed into a lighter-armored, TWFer. In 3e, it started out with bonus feats focued on TWFing or Archery, then switched to 1/2 caster spells, got good skill points, full BAB, an animal companion - and could pick a variety of 'favored enemies' rather than just giants. Then, in 4e, the spells are gone, the TWF/Archery dichotomy stays, and the animal companion is gone (no, wait, it's back, no, wait, it's gone again, but the spells are back, sorta, in Essentials).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.
So, it never had a clear, broadly applicable concept in the first place, and what it was changed in each edition. That's pretty muddled.
There's no such issue with the Warlord. It has a clear, strong archetype in genre, myth, legend (and, as a non-magical concept, other genres and history). It has had only one implementation, which was clear, balanced, and effective.
And the martial power source, in the sense of non-magical 'powers' that recharged on a rest and did cool things, is already there in 5e, there's Action Surge & Second Wind, and BM Maneuvers. So, meh, to the Trojan Horse theory, though it certainly does shed some light on what's driving Rem to bomb the thread.
Yep, and it's probably going to be hard to see eachother's PoV, too. One of the few, more nearly plausible criticisms of the Warlord concept is that (like the fighter & rogue) it's abilities, since they're not magical or god-granted or anything, are "things anyone can do." Anyone can hit you with a greatsword, the fighter does it a lot better than just anyone. That kinda thing. By the same token, any fighter can hit you with a greatsword, the one with the GW style & feat does it that much better.OK, this, I think, is a notable point. You see it unquestionably as a specialization class. I see it as very strongly a uniqueness class. This causes very different approaches to defining character concept for the class and its subclasses.
The Warlord's use of tactics, inspiration, maneuvers, plans, opportunities, preparation, allies, deception, etc to try to achieve victory in battle are not exclusive to any one flavor or warlord, not entirely. So that doesn't really point to a class with specific abilities locked into mutually-exclusive sub-classes, like, ironically, the fighter (which also really shouldn't have abilities locked into mutually-exclusive sub-classes, but very demonstrably does). And, also ironically, like the wizard, which defies genre in making all spells theoretically available to all wizards (in genre, most characters that display magic, display a fairly specific set of magical powers), and does so very neatly with traditions that each emphasize a school of magic, rather than specializing in it to the exclusion of one or more others.
So it seems clear that the Warlord should be one of those classes with most of it's capabilities tied up in a pool of very flexible features on the chassis, with sub-classes taking different approaches to using them, with different advantages to do so with certain sorts.
The specialization approach depends on its gambits. As you've already described, you expect all Warlords to select from a very long list of gambits
Be careful with that phrasing: a battle-cry of the edition war was "Fighters Cast Spells!" and the Warlord is concept is quite explicitly non-magical in the base class.(effectively, create a spell list for the class) ... , or alt-spellcaster class.
No, actually, and it's a very important point. The selection of gambits should tell you next to nothing about a given Warlord, just as the spells a wizard preps that day or the weapon a fighter picks up at random tell you nothing about him. Rather, it's how they excel at some gambits rather than others, and how they bring them together that'll be more defining.and you expect that selection of gambits, with possible enhancements via subclass, to be how the character is defined.
That makes it doubly-inappropriate for the Warlord, since, to a degree, they must be pragmatic about what they do. A bravura might prefer to mix it up in high-risk, winner-take-all melee, and have his allies charge in with him, but given a unit of low-level archers to work with, he'll have to try something else.The uniqueness approach depends on subclasses. It may have gambits (I haven't tried to build the mechanics for it), but the character concept is tied to the subclass, rather than the class+gambit selection. It builds on more narrowly-defined ideas to help shape what the character is like, which I think is essential for a class that has a much weaker class concept definition.![]()
Also keep in mind that he is actually going through a process of homebrewing, while you're intellectually wool-gathering over a class you care nothing about, and I'm speculating about a path to a reasonable version of a class I do appreciate and have enjoyed playing in the past. So we have very different viewpoints and approaches, and also the level of detail we're interested in varies a lot. Zard likes to jump strait to the rubber on the road of mechanics, you seem more concerned with high concept, though, how much of that you can see from a place of indifference I'm not so sure.In any case, this creates divergent approaches in even building the class, right from the start. And it's not the only divergence, as Zard mixes the two together.
I'm not sure that's the iron rule of 5e design you take it to be.He puts the gambit selection system in the main class, and then adds subclasses that come in at level 3. Given how weakly he defines his subclasses, it really should be built with the subclasses coming in at level 1.
I honestly don't even want to go so far as specific mechanics, just a vague suggestion of the structure of the mechanics would be fine with me. Concept, capability in broad strokes, and a general structure - I don't want to create a class to hold up against whatever comes down the line in comparison, that'd be counter-productive, in my view.I build the concepts first, and then put together some vague ideas on mechanics that could go with them.
According to WotC's own research during the playtest, fans of exactly one edition are a comparative oddity. Fans of 4e were either new to the game, or had been fans of past editions as well, and gave 4e a chance - that attitude has meant that we're mostly (virtually all, really) fans of 5e, as well, because we're new-ed adopters, by nature. So a player of 4e likely is a player of 5e, especially if he wants a 5e Warlord. There's not really a big conflict there.In order to be convincing at a general player level (and more specifically, the general player of 5E, not 4E, and not the narrow group of character optimizers)
Those who want the warlord excluded were distinctly non-fans of 4e, and if they have returned to the current ed with 5e, it's because the less-optional PH-standard, maybe even just the basic pdf, are to their liking, and they've not had to deal with a series of new, numbered PHs, muddying the water. 5e keeps everything after the PH optional. So 'not wanting' something is fully-supported by making it optional. There's thus no compromise with or consideration of people who want the Warlord excluded: they already have what they want, full stop.
I'm not sure I disagree about the 3 level part. It has symmetry to the other non-casters, for instance. But I also don't see this interlocking between the level you pick your sub-class and whether the bulk of the class's power is versatile and in the chassis, or specialized and isolated in sub-classes.I feel like the level 3 approach works better.
Keep in mind that he didn't rule it out in the future, and that, some years ago, he publically said he couldn't wrap his head around the warlord in the first place. Now, he's finally getting the Tactical Warlord, a bit. That's progress.Give Mike Mearls' comment about not enough design space for more subclasses
As for not enough design space, it's not what he said, there's tons of design space, he was just looking exclusively at a tactical warlord concept and not seeing where to go for other sub-classes - because he was, in essence, looking at only one. It can't be that he's unaware of the other flavors that have already seen print - nor the 'lazy' builds fans came up with, either.
I think I've seen him do this before, in the playtest. He'll address something, but quietly overlook a large portion of it to focus on the point of interest. Maybe more will come of it later, maybe not. ::shrug:: His approach to design seems very creative & unstructured, that way.
It's a fighter sub-class, so he has little choice in the matter unless he wants to break radically from the pattern of sub-class design. Even so, he noted in the first podcast that leaving the Warlord nothing warlordly for the first two levels was a problem, and he considered kludging in a Combat Style to tide the sub-class over.I suspect he's also approaching it from the level 3 perspective.
The fighter is a raw-numbers class, really. It had good hps, can wear heavy armor with good AC, and, above all, has high DPR. The PDK at top level does suddenly double up on some of it's stuff, but the total numbers are deceptive. It's not like a PDK could heal his 220hp barbarian friend for a total of 200 hps in a particularly tough battle, for instance.Early it may help. Max level, A PDK is pretty beast at the warlord role when compared with a fighter. Grants 12 attacks. Heals about 200 in the day. Helps with saving throws too. Just in raw numbers ...
That's about it, really. Fighter sub-classes work for concepts that build on or tack-onto the core thrust of the fighter chassis, and it's a tank chassis. Good AC, good hps, high DPR.The Purple Dragon Knight fails on those 2 fronts. It'd be just like a Wizard class that only started getting spells at 7th level and then only started getting level 1 spells at that time. Such a class would even meet all the checkboxes for being a wizard but it would be a wizard that no wizard fan would be happy with because it gets its defining abilities to slow and they aren't strong enough when you get them.
Of the Warlord's 8 previous-ed de-facto sub-class-equivalents, one arguably fits that chassis: the secondary-defender Bravura. He's not even aiming for that, but for the more complex Tactical warlord, so it really is going to have to be more of a Fighter/Warlord faux-MC sub-class, at the end of the exercise. Still, if it comes up 1/3rd Warlord any better than the EK pulls off 1/3rd Wizard, it could be a good starting point to extrapolate designs for the full class. Of course, we thought that about the BM, too, and they've taken maneuvers exactly nowhere. :shrug:
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