Been meaning to answer this for a while...
lowkey13 said:
1. Given the release schedule of 5e, where it appears that new classes are few, far between, and tied into a setting, how would you like the Warlord to be officially introduced? In a realistic way- not just, "In some sort of splat book."
I dunno all the settings, but I'd imagine, fittingly enough, a book with a 'war' theme with expended mundane options.
One where you could pick up proficiency in Siege engines for exemple (instead of 'Land Vehicle' for exemple, you'd get 'Catapult' or 'Ballista') and with rules for squad formations. I envision Formations as a thing anyone could become proficient in given a certain amount of downtime (shorter than other proficiencies, like maybe a week, top?) and the Warlord could have a little interaction with that system. Maybe the regular use of formations is that everyone proficient in it stands close to each other, but the Warlord can prepare his pals for a formation in only an hour of prep time (one formation per long rest) and thus make them easier to use? Just a thought.
I would also see that supplement including more detailed rules on trap making and trap laying.
2. What features are essential to a "true" Warlord? Are these features that you can easily make in 5e, or features that would require more extensive rules changes?
A lot of Warlord features are already in 5e, they're just spread out over multiple subclasses and feat. What is essential to me, though, is the idea that the Warlord can BE a Warlord every turn. He doesn't just issue two commands and then needs a one hour nap to be a Warlord again. The Warlord isn't going to be as strong in combat as a Fighter so he can't just fall back on that like the Battlemaster. In that way, he needs to be like a Caster with access to Cantrips, or a Monk who can punch as a bonus action or a Rogue with their Sneak Attack.
One aspect I think that needs to be added is ways to manipulate initiative, or abilities triggered by rolling initiative. I do think they'd need to be mindful of limited Reaction and need ways to either not require Reactions, or their ability instead affects the allie's next turn.
In short, a Warlord needs to (potentially) be able to : heal (temp HP or real HP, in or out of combat), make allies attack more often, allow allies to move around more easily, interact with initiative, improve the damage of allies, improve accuracy of allies, improve saves (especially saves to end effects), be better at using the 'Help' action, all the while having the tools to stand by the front line without being a drag.
The degree of effectiveness at which they are able to do each of those would depend on your build, including the subclass you choose. I don't expect EVERY Warlord to do all of these elements, just that they have the ability available should they choose it.
Also, their abilities need to improve and get stronger with level the same way everybody else does, and take into accounts the type of enemies being fought at higher levels. And they need more skills than a Fighter.
3. Given that the Warlord's genesis is in 4e, which has a reputation (if not always a reality) of being more grid-focused, do you think that the features of the Warlord work equally well in TOTM and grid?
I think the disparate features already available in 5e proves that it's possible. It's just a matter of synthesizing them together.
4. Finally, the most debate occurs around creating a Warlord class. But what types of archetypes (subclasses) are you expecting to see?
Returning:
- INT based Tactician (Best at granting additional attacks and initiative manipulation)
- CHA based Inspiring Leader (Best at temp HP and granting saves)
- CHA based Bravura (Best at melee combat, has 'push your luck' types of mechanic where they risk themselves to boost allies)
- WIS based Insightful Leader (Best at boosting skills and regular saves)
New-ish:
- Artillerist Warlord: has background in leading squads of archers or spellslingers or ballista crews (focus on improving ranged attacks)
- Chosen One Warlord: has supernatural luck and a divinely appointed destiny, good for the Lazylord or Sidekick build
- Bandit King: Dirty tricks and Rogue-like skill proficiency, boosts Stealth of allies
- WIS based Skirmisher subclass: Dash of 4e Ranger, good mobility powers and interacts with Trap rules, Survival skill (maybe has some spells/rituals but I'd prefer fully mundane)
- WIS based Combat Medic: Basically has the Healer feat as a class feature, good at out-of-combat healing, can make potions and healer kit charges, most straightforward in combat.
- An INT-based Formation specialist to interact with the Formation rules
- An INT-based Witch Hunter subclass: an Arcane dabbler with ritual casting and ways to defend groups against spells or make allies' weapons magical, no offensive spells of their own. Has skill in Arcana and additional Saving Throw proficiency.
Good enough?