Playtest (A5E) Level Up Playtest Document #9: Warlord v2

Morrus

Well, that was fun
Staff member
Welcome to the 9th Level Up playtest document. This playtest contains the second candidate for the game’s warlord class. The warlord is a new class and — like our spell-less ranger — we have allocated two playtest slots for it.

This class scored well in our survey. We've addressed the areas which didn't score as well.


Short notes on changes --
  • Added context on strongholds and followers and notes on how to use the feature without them
  • Clarified that Martial Renown only works when the warlord activates it
  • Versatile Exploration moved to 6th level
  • A free Sanguine Knot maneuver
  • A new 'mark foe' ability
  • Various other minor tweaks
 

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Faolyn

(she/her)
Interesting takes on both followers and strongholds. This definitely frees the warlord up to be more of a traveling adventurer than a locale-based one like it first seemed while still allowing for a more fleshed-out retinue and base of operations.

I will say--and this is 100% because I've been rewatching Animaniacs a lot lately--when you say that "if followers aren't appropriate, the warlord gets the ability instead," I got an image of the warlord zooming to different parts of the screen and putting on different hats and accents in order to be their own squire or cook.
 

Morrus

Well, that was fun
Staff member
I will say--and this is 100% because I've been rewatching Animaniacs a lot lately--when you say that "if followers aren't appropriate, the warlord gets the ability instead," I got an image of the warlord zooming to different parts of the screen and putting on different hats and accents in order to be their own squire or cook.
I mean... there's nothing stopping you doing that!
 


Starfox

Hero
I feel the update has too few changes. Its like when a game company releases a playtest document, but all the major items are already decided - only nit-picking changes have any effect. Sorry, I expected more impact of the comments here.
 

Morrus

Well, that was fun
Staff member
I feel the update has too few changes. Its like when a game company releases a playtest document, but all the major items are already decided - only nit-picking changes have any effect. Sorry, I expected more impact of the comments here.
The changes reflect the survey results.
 

dave2008

Legend
I feel the update has too few changes. Its like when a game company releases a playtest document, but all the major items are already decided - only nit-picking changes have any effect. Sorry, I expected more impact of the comments here.
I'm not familiar with the comments about the warlord other than people were generally happy with it. In fact, I believe @Stalker0 rated v2 an "A." So what changes were you expecting?
 

Starfox

Hero
Here are some things from the earlier thread I thought would have influenced the current version. The most important is about Commanding Presence and rogues and a comment about Commanding Presence and spellcasters I didn't find to include. I guess I misread a lack of comments on these topics from Morrus as 'those who remain silent agree' while it was really 'I ignore you guys and plan to continue to do so'.

I realize its not pretty to mainly quote myself, but this what I found with the time I could put into this.
Rallying Surge should affect all allies and grant temporary hit points. This is about as good (since not all allies will take damage) and requires less suspension of disbelief.

Commanding presence should perhaps include some movement for the ally, even if very little.

Rouse the Troop should come much earlier than level 10, perhaps as early as level 1.

Advantageous Action - the part of doing Help as a bonus action - should come much earlier. It could be in a rogue-oriented archetype.
[A comment about the Commanding Presence ability to give up your own attacks to give them to others.] Maybe this kind of play is better channeled in an archetype than in ability all warlords have?

The examples provided at the introduction of the Warlord playtest document were all military situations and far from what regular adventures would involve. I suggest examples more typical of a warlord in an adventuring party.

Commanding Presence: Skip an attack to let an ally in your aura make one as a reaction & some other neat uses later. The discussion over the forgo an attack thing has already started, but we already have a more limited version in the form of the battlemaster’s commander’s strike to show how it plays out. No single target attacker can match the rogue so every round the warlord is going to feel compelled to point at the rogue and say “pikachu, I choose you!”. With the warlord getting this at level 1 & second attack at 5th it might as well not even have the attack action as an option till 5. Another straw on that pile is that even if a control/debuff/buff/heal/etc spell from a caster is going to be more useful it’s not available & the lack of caster synergy shows up again later.
 

Morrus

Well, that was fun
Staff member
I guess I misread a lack of comments on these topics from Morrus as 'those who remain silent agree' while it was really 'I ignore you guys and plan to continue to do so'.
The changes reflect the survey results.
 

Starfox

Hero
Let me clarify, I am not angry or demanding really, I am just "meh, another playtest project that says it is soliciting ideas while it is merely gauging the waters". Like so many others before.
 

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