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What is the best Chassis for a 5e Warlord class?

  • Artificer

    Votes: 2 3.2%
  • Bard

    Votes: 25 40.3%
  • Barbarian

    Votes: 0 0.0%
  • Cleric

    Votes: 8 12.9%
  • Fighter

    Votes: 28 45.2%
  • Monk

    Votes: 4 6.5%
  • Paladin

    Votes: 11 17.7%
  • Ranger

    Votes: 3 4.8%
  • Rogue

    Votes: 2 3.2%
  • Sorcerer

    Votes: 0 0.0%
  • Druid

    Votes: 0 0.0%
  • Wizard

    Votes: 1 1.6%
  • Warlock

    Votes: 9 14.5%

I know they suddenly removed ranges on spells and weapon reaches and didnt tell me LOL. And I bet that means a fireball no longer has an area of effect because you might have to track where people are.

One of the things Mearles did in his Tactical Warlord build was make being in the location specified by the Warlord be a way to gain a form of advantage. This like the benefit of flanking but more arbitrary its the warlords manipulations that make that position or attacking that enemy or whatever advantageous.
 
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Yup, that was my point. Not that some of the abilities couldn't more useful with a grid, that would be fine, I just want to avoid some of the abilities being useless without one. Affecting one ally, or everyone within a set distance is manageable for both styles of play. Once you start having to determine distance for two allies, or three (but specific numbers) things could get sticky for the TOTM DM. Or, worse, the distance to two specific allies, plus a determination of allies within X, plus say, distance to enemy X - all in one turn. Easy as pie on a grid, but an enormous pain otherwise.
 

Yup, that was my point. Not that some of the abilities couldn't more useful with a grid, that would be fine, I just want to avoid some of the abilities being useless without one. Affecting one ally, or everyone within a set distance is manageable for both styles of play. Once you start having to determine distance for two allies, or three (but specific numbers) things could get sticky for the TOTM DM. Or, worse, the distance to two specific allies, plus a determination of allies within X, plus say, distance to enemy X - all in one turn. Easy as pie on a grid, but an enormous pain otherwise.
Show me why it doesn't apply universally to every area effect spell and cleric's and wizards....its a joke assertion
 

"LOL" It is rarely interesting (or civil) to be dismissive if you are trying to understand a point.

If a person can, truthfully, state that both grid and TOTM have had, and continue to have, a place in D&D, then it is probably worth examining how the game can serve both purposes.



So the reason why it would be important for a proposed Warlord base class to appeal to both TOTM and grid combat is because 5e is run both ways. A Warlord base class that primarily functions by manipulating distance on a grid or requiring distances and positioning with specificity (for example) would be nearly useless in TOTM, and would not be useful as a class.

One way to think about this is to think about any class, or, for that matter, feats. "Feats" aren't useless between TOTM and grid; but it's also true that certain feats, such as mobile and spell sniper, are not as useful in a TOTM game than a grid game because they are more dependent on exact distances and/or positioning.

Which means that, for any given 5e Warlord, you'd want to make sure that the abilities that it has do not require exact distances and positioning to function. Because a base class in 5e should be able to function equally well in both grid and TOTM.
Balderdash there is no more issues with wizards and cleric's and use to be even more with wizards and spells which distorted based on environment.... it's a red herring complaint
 

They must have remove movement rates from the game too they are super sneaky.
I know they suddenly removed ranges on spells and weapon reaches and didnt tell me LOL. And I bet that means a fireball no longer has an area of effect because you might have to track where people are.

One of the things Mearles did in his Tactical Warlord build was make being in the location specified by the Warlord be a way to gain a form of advantage. This like the benefit of flanking but more arbitrary its the warlords manipulations that make that position or attacking that enemy or whatever advantageous.
 
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To be honest allies nearby or all allies works fine and thinking precise position is necessary seems odd to me
They must have remove movement rates fro. The game too they are super sneaky
Spells with ranges in feet seem more exacting sorry the enemy is 16 feet away not 15 than square
 
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No you tell me how distance from the warlord is different from any other area effect in the game
Interesting. So when I say something that is correct for me, that is just "balderdash."

And when I observe something that is also correct for me, that is a "red herring complaint."

So, since you have invalidated all of my experience and observations by calling me a liar, why don't you explain to me, like I'm a slightly dumb golden retriever the following:

1. Why am I lying?

2. How do I use TOTM in my own games?

3. How have you used TOTM in your games such that you can respond to this?


Thanks!
 

Balderdash there is no more issues with wizards and cleric's and use to be even more with wizards and spells which distorted based on environment.... it's a red herring complaint
Adjudicating AoE spells against enemies is easy without a grid - it hits two or three enemies barring circumstance. If you can't see how this case is different from that I'm not really sure what to say. What I will say is that after all the back and forth I'm a little bit disappointed that you'd be so shortsightedly dismissive. I'm not in the habit of dropping red herring complaints, as you should be well aware of. If you want a civil back and forth you may want to strive for clarification rather than dismissal, just a thought.
 

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