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General Tabletop Discussion
*Dungeons & Dragons
Defining Traits of the D&D classes
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<blockquote data-quote="Tony Vargas" data-source="post: 6015848" data-attributes="member: 996"><p>I'd like to address the Warlord, specifically. Given the above assumptions 1) it's in, 2) it's one of the classes we need to discuss, and 3) it is the only PHB1 class to exist in only one edition. That last is important - while the Marshal from the Miniatures Handbook and the Warblade from Bo9S might be considered predecessors of the Warlord and 4e Fighter, respectively, I honestly don't think they require much consideration, both being from late supplements and not in any sense core classes.</p><p></p><p>So, if we want to find the defining traits of the Warlord, we'll find them in 4e. (Furthermore, I'd say we want to look at the PH1 Warlord, since that's the one that's "in," not the variations that appeared in supplements.) What are those defining traits?</p><p></p><ul> <li data-xf-list-type="ul"> Front-line combatant. The Warlord has the proficiencies and toughness (offense & defense) to 'lead from the front,' and is primarily melee-oriented.</li> <li data-xf-list-type="ul"> Leadership: The Warlord can 'command' allies, using his actions to grant them out-of-turn actions, or his 'commanding presence' to enhance their actions.</li> <li data-xf-list-type="ul"> Inspiration: The Warlord can 'heal' his allies, restoring their will to fight and revitalizing them. Since this kind of healing doesn't close wounds, it's best represented as restoring hit points rather than affecting any sort of grittier wound mechanics. Since un-wounded allies can also be inspired, temporary hps and other sorts of bonuses would likely be appropriate, as well.</li> <li data-xf-list-type="ul"> Tactics: The Warlord is a master of the kinds of small-unit tactics that apply to adventuring parties. The game has a 'tactical' aspect (focusing fire, etc) that's strictly player-driven, so this needs to be something beyond that which is modeled mechanically. Moving both allies and/or enemies, granting attack bonuses, forcing enemies to grant advantage/suffer disadvantage, negating surprise, and altering initiative order are the sorts of things that the Warlord should be able to do.</li> <li data-xf-list-type="ul"> AEDU: Not really - everyone in the 4e PH1 is AEDU, so it's not defining at all. But, some of the Warlord's abilities are things that he shouldn't be able to 'spam' - you can't pull the tactical wool over the same enemies' eyes the same way twice in a row, you can only inspire an ally to greater efforts so many times before he has nothing left to give - so some sort of limited-use mechanics are going to be needed for the Warlord. </li> </ul><p></p><p></p><p>Now, I know there are those who don't like martial healing or martial powers you can't spam, but, like the foes of Vancian casting, they are just going to have to avail themselves of the modularity of 5e and not use the class in question as presented in the core rules.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6015848, member: 996"] I'd like to address the Warlord, specifically. Given the above assumptions 1) it's in, 2) it's one of the classes we need to discuss, and 3) it is the only PHB1 class to exist in only one edition. That last is important - while the Marshal from the Miniatures Handbook and the Warblade from Bo9S might be considered predecessors of the Warlord and 4e Fighter, respectively, I honestly don't think they require much consideration, both being from late supplements and not in any sense core classes. So, if we want to find the defining traits of the Warlord, we'll find them in 4e. (Furthermore, I'd say we want to look at the PH1 Warlord, since that's the one that's "in," not the variations that appeared in supplements.) What are those defining traits? [list] [*] Front-line combatant. The Warlord has the proficiencies and toughness (offense & defense) to 'lead from the front,' and is primarily melee-oriented. [*] Leadership: The Warlord can 'command' allies, using his actions to grant them out-of-turn actions, or his 'commanding presence' to enhance their actions. [*] Inspiration: The Warlord can 'heal' his allies, restoring their will to fight and revitalizing them. Since this kind of healing doesn't close wounds, it's best represented as restoring hit points rather than affecting any sort of grittier wound mechanics. Since un-wounded allies can also be inspired, temporary hps and other sorts of bonuses would likely be appropriate, as well. [*] Tactics: The Warlord is a master of the kinds of small-unit tactics that apply to adventuring parties. The game has a 'tactical' aspect (focusing fire, etc) that's strictly player-driven, so this needs to be something beyond that which is modeled mechanically. Moving both allies and/or enemies, granting attack bonuses, forcing enemies to grant advantage/suffer disadvantage, negating surprise, and altering initiative order are the sorts of things that the Warlord should be able to do. [*] AEDU: Not really - everyone in the 4e PH1 is AEDU, so it's not defining at all. But, some of the Warlord's abilities are things that he shouldn't be able to 'spam' - you can't pull the tactical wool over the same enemies' eyes the same way twice in a row, you can only inspire an ally to greater efforts so many times before he has nothing left to give - so some sort of limited-use mechanics are going to be needed for the Warlord. [/list] Now, I know there are those who don't like martial healing or martial powers you can't spam, but, like the foes of Vancian casting, they are just going to have to avail themselves of the modularity of 5e and not use the class in question as presented in the core rules. [/QUOTE]
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