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5E Survivor - Subclasses (Part VI: Fighters)
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<blockquote data-quote="EzekielRaiden" data-source="post: 8789236" data-attributes="member: 6790260"><p>My preference, in terms of Warlord subclass stuff, is to re-purpose the Warlock "split subclass" model.</p><p></p><p>Primary component: "Leadership Style." Options: Bravura (Cha-based, high-risk/high-reward), Tactical (Int-based, formations-and-movement), Resourceful (Wis-based, "heads I win, tails you lose.")</p><p>Secondary component (unlocking specific bonuses): Medic (healing-focused), Skirmisher (high-mobility hit-and-run), Vanguard ("classic" Warlord, heavy on offense, weak on healing/cleansing), Knight-Enchanter (EK equivalent--debuffing enemy saves etc.), Sapper (terrain control), etc.</p><p>Tactics (replacing Invocations): Hammer and Anvil, Pincer Maneuver, Bait and Switch, Fastball Special, Sword and Spell, etc.</p><p></p><p>It would have Strategems replace the Warlock spellcasting--you only have a limited amount of <em>time</em> to deploy Strategems, hence the rest-based limit. These have to be practiced with your allies to get their effects. My hope was that there would be some kind of resource ("Grit" or "Gambit" or the like) which is developed/acquired via features, which then fuels your Strategems, with some advanced Strategems <em>requiring</em> Gambit before you can use them.</p><p></p><p>The only sticking point (which I have left aside as I focus on other things) is finding a replacement for the Warlock's Mystic Arcana feature. People have given suggestions but none of them have really felt "right," as nebulous as that feeling is.</p><p></p><p>The advantage of exploiting the Warlock "split subclass" model is that it lets you support the wide variety of options that were valid in 4e. In 4e, a Warlord could specialize in <em>any</em> of the three mental stats, and (with opt-in features) could choose to be focused on ranged attacks rather than melee attacks. (General agreement seems to be that melee was actually <em>better</em>, but ranged wasn't <em>horrible</em>.) The so-called "lazylord" build was a late-edition development, as the Warlord eventually gathered enough powers that allowed a character that never <em>personally</em> made attacks to work. It's a fun option if it can be fit into the design space, but hardly mandatory (despite what many--of either of the camps I mentioned before--might tell you.)</p><p></p><p>Fundamentally, the Warlord is nowhere near as powerful a combatant as the Fighter. For example, Extra Attack might only be found on <em>some</em> Warlord subclasses but not all--much as Bard gets it on both Valor and Swords. It gets decent (in 5e, Medium) armor and shields, decent (d8) HP, and is focused on being a strong, aggressive support character that actually enriches and enlivens the play-experience of supporting others.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8789236, member: 6790260"] My preference, in terms of Warlord subclass stuff, is to re-purpose the Warlock "split subclass" model. Primary component: "Leadership Style." Options: Bravura (Cha-based, high-risk/high-reward), Tactical (Int-based, formations-and-movement), Resourceful (Wis-based, "heads I win, tails you lose.") Secondary component (unlocking specific bonuses): Medic (healing-focused), Skirmisher (high-mobility hit-and-run), Vanguard ("classic" Warlord, heavy on offense, weak on healing/cleansing), Knight-Enchanter (EK equivalent--debuffing enemy saves etc.), Sapper (terrain control), etc. Tactics (replacing Invocations): Hammer and Anvil, Pincer Maneuver, Bait and Switch, Fastball Special, Sword and Spell, etc. It would have Strategems replace the Warlock spellcasting--you only have a limited amount of [I]time[/I] to deploy Strategems, hence the rest-based limit. These have to be practiced with your allies to get their effects. My hope was that there would be some kind of resource ("Grit" or "Gambit" or the like) which is developed/acquired via features, which then fuels your Strategems, with some advanced Strategems [I]requiring[/I] Gambit before you can use them. The only sticking point (which I have left aside as I focus on other things) is finding a replacement for the Warlock's Mystic Arcana feature. People have given suggestions but none of them have really felt "right," as nebulous as that feeling is. The advantage of exploiting the Warlock "split subclass" model is that it lets you support the wide variety of options that were valid in 4e. In 4e, a Warlord could specialize in [I]any[/I] of the three mental stats, and (with opt-in features) could choose to be focused on ranged attacks rather than melee attacks. (General agreement seems to be that melee was actually [I]better[/I], but ranged wasn't [I]horrible[/I].) The so-called "lazylord" build was a late-edition development, as the Warlord eventually gathered enough powers that allowed a character that never [I]personally[/I] made attacks to work. It's a fun option if it can be fit into the design space, but hardly mandatory (despite what many--of either of the camps I mentioned before--might tell you.) Fundamentally, the Warlord is nowhere near as powerful a combatant as the Fighter. For example, Extra Attack might only be found on [I]some[/I] Warlord subclasses but not all--much as Bard gets it on both Valor and Swords. It gets decent (in 5e, Medium) armor and shields, decent (d8) HP, and is focused on being a strong, aggressive support character that actually enriches and enlivens the play-experience of supporting others. [/QUOTE]
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