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Design & Development: Warlord Article UP!
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<blockquote data-quote="Ipissimus" data-source="post: 4108833" data-attributes="member: 41514"><p>I don't have any problem with the Warlord. I do think part of the problems people are having is looking at the powers from the wrong direction.</p><p></p><p>The Warlord isn't 'mystically pushing' people around. He's using his skills and oratory ability to help his comrades, much like the Bard used to inspire competance with music. He is creating opportunities in the flow of the combat, the way leaders do on the battlefield, in such a way his fellow PCs can exploit to thier own advantage.The Warlord can do this because he has the practical strategic and communicative ability to do so where others lack the training and knowledge required to perform the task.</p><p></p><p>It's two different types of training, in real armies officers don't go to the same schools as the grunts for good reasons. Of course, this doesn't stop the officer from being a muppet, but that's a separate issue as PCs are assumed to be competant in their basic abilities.</p><p></p><p>Pin the Foe allows the Warlord to co-ordinate with another character to hem in an opponant, unless the opponant is willing to brave their steel. In effect, it eliminates the ability to get away without risk.</p><p></p><p>White Raven Onslaught represents a grand co-ordinated tactic designed to apply pressure to the enemy and control the space through increased mobility. Like a fireball in close quarters, no it's not going to be useful in every situation.</p><p></p><p>Iron Dragon Charge is all about the meat of combat: Increasing your damage output by getting more allies into combat faster.</p><p></p><p>These are personal-level tactics rather than squad-based which are the domain of the entire party. Granted, White Raven Onslaught branches into the squad-based tactics a little, but when used in a situation where the extra movement is welcome it will be a boon (I just hope that the slide isn't mandatory, that would be annoying). Each provides a distinct combat advantage in certain situations, choosing the power to fit the situation is going to be the Warlord's challenge.</p><p></p><p>The other point of 'how' can someone do this in a round, I don't have problems here either. A round is 6 seconds... 6 seconds is a long time in a fight. It doesn't take 6 seconds to make one basic attack, I even think 1 basic attack and 8 AoOs wouldn't take a trained warrior 6 seconds. Particularly not a heroic warrior. So a leader character that can use that time to better effect appeals to me.</p><p></p><p>Of course, the downside is that the Warlord will have the unique ability to get a party killed in a variety of new ways... much like a Wizard could char-broil his party with a too-nasty fireball, a Thief could cause much pain by setting off the wrong trap, etc.</p></blockquote><p></p>
[QUOTE="Ipissimus, post: 4108833, member: 41514"] I don't have any problem with the Warlord. I do think part of the problems people are having is looking at the powers from the wrong direction. The Warlord isn't 'mystically pushing' people around. He's using his skills and oratory ability to help his comrades, much like the Bard used to inspire competance with music. He is creating opportunities in the flow of the combat, the way leaders do on the battlefield, in such a way his fellow PCs can exploit to thier own advantage.The Warlord can do this because he has the practical strategic and communicative ability to do so where others lack the training and knowledge required to perform the task. It's two different types of training, in real armies officers don't go to the same schools as the grunts for good reasons. Of course, this doesn't stop the officer from being a muppet, but that's a separate issue as PCs are assumed to be competant in their basic abilities. Pin the Foe allows the Warlord to co-ordinate with another character to hem in an opponant, unless the opponant is willing to brave their steel. In effect, it eliminates the ability to get away without risk. White Raven Onslaught represents a grand co-ordinated tactic designed to apply pressure to the enemy and control the space through increased mobility. Like a fireball in close quarters, no it's not going to be useful in every situation. Iron Dragon Charge is all about the meat of combat: Increasing your damage output by getting more allies into combat faster. These are personal-level tactics rather than squad-based which are the domain of the entire party. Granted, White Raven Onslaught branches into the squad-based tactics a little, but when used in a situation where the extra movement is welcome it will be a boon (I just hope that the slide isn't mandatory, that would be annoying). Each provides a distinct combat advantage in certain situations, choosing the power to fit the situation is going to be the Warlord's challenge. The other point of 'how' can someone do this in a round, I don't have problems here either. A round is 6 seconds... 6 seconds is a long time in a fight. It doesn't take 6 seconds to make one basic attack, I even think 1 basic attack and 8 AoOs wouldn't take a trained warrior 6 seconds. Particularly not a heroic warrior. So a leader character that can use that time to better effect appeals to me. Of course, the downside is that the Warlord will have the unique ability to get a party killed in a variety of new ways... much like a Wizard could char-broil his party with a too-nasty fireball, a Thief could cause much pain by setting off the wrong trap, etc. [/QUOTE]
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