I just seem to view Warlord as a fighter with leadership skills. A knight is a fighter with riding and weapon skills. Why the heck does it need to be a separate class?? Same thing with a "noble".. I never liked that as a class name even in Star Wars.
Rangers and Paladins were quite explicitly Fighter sub-classes when they first showed up, so I could easily see them being sub-classes/kits/builds/archetypes/whatever of the Figther in a new edition. I don't think it's gonna happen, but I think it would be possible do do it in a satisfying way. (But that's coming from me, who totally doesn't care about either class.)Not quite... rangers and paladins at least have enough uniqueness to warrant separate classes. But you're right, they could be simulated with good skill/feat choices and a bit of multiclassing. I just don't see that the warlord has enough special abilities to warrant a class of its own. IMHO.
Just a few thoughts from looking at the image (not a high res shot, I cant clean it up much).
Did they simplify initiative or are the tent cards just a DM tool to simplify initiative order?
If instead of being a class, it is the character archetype for bossing people around.... would that turn the frowny emoticons upside down for those that don't like the warlord?
Minis not necessary?
*fingers crossed*
I don't think the DM and the players wanting to run/play two dramatically different styles of play is a problem that can be solved by D&D. Heck, I don't think that is a problem that can be solved by *any* RPG system.
I worked with a guy in college on a system that used this same principal. The initial reason was to make it so even 1st level characters had a chance against say 10th level characters. So a low level character is somewhat undifferentiated from the baseline for his class where as a high level character is much more unique/specific but not necessarily statistically much superior. He's just able to do things that he prefers better, and the things he doesn't prefer he might be actually worse in.
I would love to see this kind of concept applied to D&D.
Well, no, because I just don't think you need game mechanics to play a "leader" character. That's something that should be roleplayed.
And realistically, if you let someone who doesn't have real world leadership skills try to play a character that does boss others around, it's really not going to work well - lots and bickering and such.
I'd like to see the sacred cow of +X items die as well, to help keep that math working. Have magic items have properties, not bonuses. It keeps the 'numeric arms race' to less insane levels, and makes magic items truly magic.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.