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<blockquote data-quote="Tony Vargas" data-source="post: 7889280" data-attributes="member: 996"><p>Tactics, inspiration, planning, resourcefulness, insight, daring... the Warlord's concepts call for the kinds of gambits that work decisively when they can be set up and carried off successfully, under the right circumstance, so you'd want infrequent & high-impact support & control. Thus weighted toward limited-use, though exactly what limitation might be a place where some new design space could be explored, rather than just aping 4e's short/long rest recharge.</p><p></p><p> Equivalent, no, of course not - 5e has tried pretty hard to keep magic magical. Both the nominal effects and the qualifiers for casting would be quite a bit off, even more so than they are for psionics. However, the mechanical effects & power could be comparable. </p><p>For instance, I could imagine a 'perfect planning' sort of gambit mechanically similar to Foresight (9th) - probably quite different in the details of setting it up and ending it, of course. Similarly, the mechanical effect of Weird - frightened & psychic damage to nearby enemies - wouldn't be out of line for a top-level 'Hector's one-for-the-ages best intimidation effort.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7889280, member: 996"] Tactics, inspiration, planning, resourcefulness, insight, daring... the Warlord's concepts call for the kinds of gambits that work decisively when they can be set up and carried off successfully, under the right circumstance, so you'd want infrequent & high-impact support & control. Thus weighted toward limited-use, though exactly what limitation might be a place where some new design space could be explored, rather than just aping 4e's short/long rest recharge. Equivalent, no, of course not - 5e has tried pretty hard to keep magic magical. Both the nominal effects and the qualifiers for casting would be quite a bit off, even more so than they are for psionics. However, the mechanical effects & power could be comparable. For instance, I could imagine a 'perfect planning' sort of gambit mechanically similar to Foresight (9th) - probably quite different in the details of setting it up and ending it, of course. Similarly, the mechanical effect of Weird - frightened & psychic damage to nearby enemies - wouldn't be out of line for a top-level 'Hector's one-for-the-ages best intimidation effort. [/QUOTE]
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