Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Class Mechanics Idea: The Warlord
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ZombieRoboNinja" data-source="post: 6015595" data-attributes="member: 54843"><p>So first off, I really like the idea of Int affecting the max number of tactics you can use per encounter. It would be a great way of making Int impactful without just adding your Int bonus to a bunch of damage/healing rolls.</p><p></p><p>I'd probably still want to start out slow on the max number of tactics per encounter, though. This would actually dovetail nicely with the previous setup: Int can determine your starting Tactics and LIMIT your max tactics per encounter. So a level 1 warlord with 14 Int can prepare two tactics per encounter but only knows three total. A level 1 warlord with 18 Int can still only prepare two tactics per encounter but knows five total. But at level 4 the 18 Int warlord moves up to 3/encounter, while the 14 Int warlord is stuck at 2/encounter. And a warlord with 12 Int can only prepare one tactic.</p><p></p><p>This way, maxing out Int makes the character more tactically rich and complex, while putting less focus on Int and more on Str or Dex makes for more of a hybrid character who dishes out damage himself while also guiding the team. </p><p></p><p>Now, I personally do not like the idea of making Charisma add to the power of your tactics, because (a) I think a low-Cha warlord should be viable and (b) a lot of tactics rely on advantage, disadvantage, extra attacks, denied enemy actions, and other things that make it hard to toss in an ability modifier.</p><p></p><p>However, it would make sense to me to have Charisma buff specifically defensive, protective, and restorative powers like Triage. So a low-Cha warlord is a mediocre healer, while a high-Cha warlord is better.</p><p></p><p>Ideally, this way the warlord could actually have two different important mental abilities without any "traps." You can be a perfectly effective warlord with a 14 Int and 10 Cha, but 18 Cha will make you a very good healer/buffer and 18 Int will make you a tactical mastermind.</p><p></p><p>I've reworked the class to attempt to take these into account below. As always, suggestions and comments welcome!</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6015595, member: 54843"] So first off, I really like the idea of Int affecting the max number of tactics you can use per encounter. It would be a great way of making Int impactful without just adding your Int bonus to a bunch of damage/healing rolls. I'd probably still want to start out slow on the max number of tactics per encounter, though. This would actually dovetail nicely with the previous setup: Int can determine your starting Tactics and LIMIT your max tactics per encounter. So a level 1 warlord with 14 Int can prepare two tactics per encounter but only knows three total. A level 1 warlord with 18 Int can still only prepare two tactics per encounter but knows five total. But at level 4 the 18 Int warlord moves up to 3/encounter, while the 14 Int warlord is stuck at 2/encounter. And a warlord with 12 Int can only prepare one tactic. This way, maxing out Int makes the character more tactically rich and complex, while putting less focus on Int and more on Str or Dex makes for more of a hybrid character who dishes out damage himself while also guiding the team. Now, I personally do not like the idea of making Charisma add to the power of your tactics, because (a) I think a low-Cha warlord should be viable and (b) a lot of tactics rely on advantage, disadvantage, extra attacks, denied enemy actions, and other things that make it hard to toss in an ability modifier. However, it would make sense to me to have Charisma buff specifically defensive, protective, and restorative powers like Triage. So a low-Cha warlord is a mediocre healer, while a high-Cha warlord is better. Ideally, this way the warlord could actually have two different important mental abilities without any "traps." You can be a perfectly effective warlord with a 14 Int and 10 Cha, but 18 Cha will make you a very good healer/buffer and 18 Int will make you a tactical mastermind. I've reworked the class to attempt to take these into account below. As always, suggestions and comments welcome! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Class Mechanics Idea: The Warlord
Top