Design & Development: Warlord Article UP!

mach1.9pants said:
Sorry poor choice of words, I should have just said allies.
Who said allies have to "surround" it?

They are not preventing it moving
Yes they are. It isn't required that ALL movement be prevented. On the dragons' turn it may desire to shift and that movement is prevented. It prevents movement.

so I have no problems with this, the Warlord co-ordinates in such a way as to give the allies AOs if it moves, thats it.
Are you houseruling already? Cause I don't see that in the article.
But yes the flfuf text is a little off; I hardly pay attention to that stuff personally. My players and I will add the appropriate narrative desription during the game. A big part of the fun IMO, and 4E will make it easier to do more outrageous stuff :)
Outrageous: good. Irrational: Bad
 

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I can actually swallow pin the flank. The allies are simply coordinating their attacks enough that the enemy can't withdraw with provoking attacks. Nothing is mystically keeping him there, he's just off balance and can't back out of the melee without exposing himself to attack.

Silence and how it interacts with warlord powers is another issue. One I suspect the 4e team solved by removing silence entirely. Or everybody suddenly knows handsign- some sweeping fluff rationalization of one sort or another.
 

Voss said:
I can actually swallow pin the flank. The allies are simply coordinating their attacks enough that the enemy can't withdraw with provoking attacks. Nothing is mystically keeping him there, he's just off balance and can't back out of the melee without exposing himself to attack.
Seriously, did I miss something? I see "cannot" shift. I don't see anything about provoking.
 

BryonD said:
Yes they are. It isn't required that ALL movement be prevented. On the dragons' turn it may desire to shift and that movement is prevented. It prevents movement.

Are you houseruling already? Cause I don't see that in the article.

They are preventing a shift in that, they are preventing the Dragon from moving without causing a OA, so the Dragon can still move the distance of a shift, he will simply be attacked by a OA, like he would with normal movement.
 

KarinsDad said:
Not according to the rules we have so far. From the ScaleGloom Hall handouts:

The rest of the description reinforces this idea that the controller actually controls the movement (or in the case of White Raven Onslaught, the successful attacker).
There did seem to be a disconnect between the article text ("warlords allow the annoying overbearing players to get their fix without being so annoying") and the powers listed. Which even aside from the "slide" thing, are going to involve the warlord player ordering people around so they can take advantage of his powers. "Nono, move over here so you're within 5 squares of me before I use my Iron Dragon Charge!" That would seem to make such players even harder to deal with.

Hopefully the bigger picture will prove that fear unfounded.
 


Falling Icicle said:
3. The powers lack any sense of (you guessed it) versimilitude. There's no believable explanation for how these techniques work. [...]
I really wish they had kept the Bard instead.
That's what I thought when i read how the warlord would heal and buff people basically by yelling at them (I can’t remember which designer’s blog it was, but the cool justification felt like every Leonidas wannabe’s wet dream. It was some time ago, so hopefully they saw the annoyance potential and changed that since.)

But now I’ve seen what they’ve done to the warlock (“teleport each time you off someone”) and the fighter (per day powers, marks), I’m not holding my breath for rational mechanics anymore.
I don’t see why the bard would be spared. I don’t think I will enjoy the “otherworldly patron” fluff either.
 

BryonD said:
Seriously, did I miss something? I see "cannot" shift. I don't see anything about provoking.
Cannot shift doesn't mean cannot move. It means you can't move without provoking opportunity attacks. Seems pretty reasonable to me.
 


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