Garthanos
Arcadian Knight
Either an ally or enemy not "both" - ie versatileAffecting both allies an enemies?
As an at-will?
Either an ally or enemy not "both" - ie versatileAffecting both allies an enemies?
As an at-will?
Versatility is also a little bit of an issue. OT1H, it seems to be essentially free - AFAICT, a caster is balanced around what kind of damage he can output vs single targets over the course of the day, so that fireball is 8d6, not 8d6 x 12 targets or anything; and the alternative of casting Haste or Fly or whatever just doesn't even come into it. OTOH, you often don't see a hint of versatility when it comes to other features. Maybe not as bad as 1e/2e specialization, where you might as well have had the specialized weapon welded to the fighter's gauntlet, but pretty set in stone.Either an ally or enemy not "both" - ie versatile
My Warlord class was reasonably close to this idea: I took a look at the BM fighter and Eldritch Knight, and tried to extrapolate what a 'pure maneuver class' would be capable of based on what a pure caster class is compared to the Eldritch knight.I have to admit to that line of thought, at times, too. A class based around manuevers, just more, more varied, more customizable, more versatile - and level-gated.
From that you could build a fighter that takes up a combination of tanking, single or multi- target DPR, support, or even control, depending on build, tactics and weapon mix. Done well, with 5e's fairly seamless STR/DEX decision, you might even fold rogue into it.
One of the Mindsets of my warlord renews resources every round, I generally stuck to temp HP. Higher level, I allowed maneuvers to actually heal, but only to a limit of up to half of the target's max HP. (2/3rds for the more healing-focused subclass.)At-will abilities are pretty limited. Guidance is an example of at-will support. It's oddly controversial. At-will healing is hard to imagine.
I took the BM maneuvers as examples of low-level abilities, and work from there. Many of the BM maneuvers were available at low levels, but at higher levels, they improved, such as affecting multiple people, defensive or HP boosts becoming reactions etc.Presumably, you'd be developing a list of 'maneuvers' or the like, the BM serves as a very limited example of that, are powered by whatever long-rest resource claims the design space taken up by those spells in the 'template.' (Maybe not CS dice, which are conceptually and mechanically focused on personal superiority in weapon-swinging combat, which is, afterall the fighter's thang. Also, there might be some more appropriate limited-use criteria than resting.)
Spells are a reasonable guideline for what sort of effects are appropriate to what levels. Many Warlord abilities would be very similar to spells and still fit the concept well.From what MM has shared, it sounds like 5e design has mostly been by feel (so, I suspect, much like it always has been), but, with a touchstone: spell slots, denominated in hit points. Magic in general and spellcasting in particular are the overriding focus of the game, as is reflected in the use of spells in every, single, class design, so you can't design a class, even if you are trying to design a revolutionary/unique-in-5e class that doesn't actually use spells at all, without at least referring to spells as a guideline.
It seems a reasonable way to proceed.My Warlord class was reasonably close to this idea: I took a look at the BM fighter and Eldritch Knight, and tried to extrapolate what a 'pure maneuver class' would be capable of based on what a pure caster class is compared to the Eldritch knight.
So, 'Mindset' instead of 'Archetype' as the sub-class label? I guess 'Doctrine'd be a tad modern.One of the Mindsets of my warlord renews resources every round,
The Skald in my campaign has been granting temp hps at will forever, and it's not an issue, yeah.I generally stuck to temp HP. Higher level, I allowed maneuvers to actually heal, but only to a limit of up to half of the target's max HP. (2/3rds for the more healing-focused subclass.)
Temp HP have much less of an issue than healing since they don't stack. (Plus, the Artificer at least is a class capable of granting others temp HP at-will.
I'd clarify they're the design guideline for what level of power (generally hp denominated) and what sorts of mechanics might be reasonable at a given level. The effects imagined in the fiction and how they're accomplished will likely be very different.I took the BM maneuvers as examples of low-level abilities, and work from there. Many of the BM maneuvers were available at low levels, but at higher levels, they improved, such as affecting multiple people, defensive or HP boosts becoming reactions etc...
Spells are a reasonable guideline for what sort of effects are appropriate to what levels.
One of the better 9th level spells is supposedly Foresight, and it's not hard at all to imagine a Warlord imparting those sorts of mechanical benefits. Just establishing/maintaining/ending them quite differently, I'd expect.Many Warlord abilities would be very similar to spells and still fit the concept well. Its easier to conceptualise mundane maneuvers as good as 5th-level spells than 9th-level spells
Mindset was more like the Warlock pact. The Architect mindset had a large Superiority dice pool that refreshed on sort rests. The Opportunist had superiority dice that refreshed at the end of their turn, or as an action.So, 'Mindset' instead of 'Archetype' as the sub-class label? I guess 'Doctrine'd be a tad modern.
Outside of interactions with detect magic, counterspell and antimagic fields, spells like Heroism and Haste would work as warlord abilities using pretty much the same mechanics.I'd clarify they're the design guideline for what level of power (generally hp denominated) and what sorts of mechanics might be reasonable at a given level. The effects imagined in the fiction and how they're accomplished will likely be very different.
So there's two defining choices for the class, rather than just the usual Archetype. Interesting.Mindset was more like the Warlock pact. The Architect mindset had a large Superiority dice pool that refreshed on sort rests. The Opportunist had superiority dice that refreshed at the end of their turn, or as an action.
I do have to guess at the other two: Inspiring & Bravura?Actual subclasses were Tactician, Leader and Vanguard, which emphasised different capabilities that you could probably guess from the names.
Well, and slots, and V/S/M components, determining who's affected, and the like.Outside of interactions with detect magic, counterspell and antimagic fields, spells like Heroism and Haste would work as warlord abilities using pretty much the same mechanics.
The class is pretty incomplete, but mindset seemed to be decent fit to define the way a member of the class thought of their capabilities. (As opposed to the approach they take in using them, which is where the subclass comes in.)So there's two defining choices for the class, rather than just the usual Archetype. Interesting.
"Mindset" is clear enough, but not at all thematic, like, IDK, "Strategy" or doctrine (military doctrines are actually kinda interesting, but a fairly modern development) or something.... still if it's clear and intuitive enough that it doesn't confuse the reader.
Tactician was primary stat Int, specialised at spotting openings and shouting warnings - bonuses to maneuvers that boosted attack, AC and ability checks.I do have to guess at the other two: Inspiring & Bravura?
Slots = daily uses.Well, and slots, and V/S/M components, determining who's affected, and the like.
But there's no reason to come up with a novel mechanic for inspiring courage or orchestrating for more efficient movement.... just, how it's set up might be very different. The extra movement and action from Haste, for instance, might not make tons of sense as an effect tossed on one creature out of the blue and maintained by concentration, but could make sense for a specific set of actions practiced in drills during downtime beforehand.
Meh that is the opposite of Warlord the concept of Warlord is "TEAM" coordinating a team what you are describing is that battlemaster fighter subclass ie he doesn't see the whole scene nor understand how their interaction is where they get there awesome and makes them greater than an individual. This is not an utterly consistent element and one can probably easily choose to be more focused but it is dramatically a missing element for that Battlemaster who has to use huge resources to affect more than 1.You can probably focus on one person well enough, and as you get better, or use more effort, you might be able to include multiple allies.