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Design & Development: Warlord Article UP!
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<blockquote data-quote="FourthBear" data-source="post: 4108889" data-attributes="member: 55846"><p>It should be clear from the powers and class descriptions we've seen so far that the Warlord isn't just some guy shouting out orders here and there. The concept is that he's a preternatural tactical genius, who can spot opportunities in battle and weak spots in defenses in ways that other characters can't. Just as the fighter class represents a combatant well above and beyond "a good warrior", the warlord class isn't just a character who can give orders. Turn based combat leads to abstraction and problems with simultaneity. Characters aren't standing stock still between their turns, they are assumed to be jockeying for position, looking for attack opportunities and ensuring that their own defenses are in order. The number of actions a character gets as well is also an abstraction, as it has been in every edition of D&D. It doesn't represent literally how many swings or actions a character could attempt in the time alloted, just how many are effective overall. Giving another character an action doesn't represent some kind of time-distortion power or magical haste acceleration. It simply represents giving another character another opportunity by the abstracted game rules.</p></blockquote><p></p>
[QUOTE="FourthBear, post: 4108889, member: 55846"] It should be clear from the powers and class descriptions we've seen so far that the Warlord isn't just some guy shouting out orders here and there. The concept is that he's a preternatural tactical genius, who can spot opportunities in battle and weak spots in defenses in ways that other characters can't. Just as the fighter class represents a combatant well above and beyond "a good warrior", the warlord class isn't just a character who can give orders. Turn based combat leads to abstraction and problems with simultaneity. Characters aren't standing stock still between their turns, they are assumed to be jockeying for position, looking for attack opportunities and ensuring that their own defenses are in order. The number of actions a character gets as well is also an abstraction, as it has been in every edition of D&D. It doesn't represent literally how many swings or actions a character could attempt in the time alloted, just how many are effective overall. Giving another character an action doesn't represent some kind of time-distortion power or magical haste acceleration. It simply represents giving another character another opportunity by the abstracted game rules. [/QUOTE]
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