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Design & Development: Warlord Article UP!
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<blockquote data-quote="Mephistopheles" data-source="post: 4111329" data-attributes="member: 4460"><p>My main concern with this preview of the Warlord is how the abilities would play out at the table.</p><p></p><p>On the one hand you have pushy Warlord players.</p><p></p><p>Admittedly this is a problem with the player more than the rules. However, I don't like that these abilities empower a pushy player to make other PCs do things when previously the pushiness could be politely (or not) tolerated and not acted on. We have no idea what else Warlord abilities might do aside from shifting. It could become quite annoying.</p><p></p><p>I think a better wording for these kinds of abilities would be uniform language that gives the players of the PCs the option of taking a bonus action/ability the Warlord is granting them rather than specifying that the player of the Warlord does it.</p><p></p><p>This would not be a problem in my own games and probably the same goes for many others. But when it comes to pick up games, conventions, tournaments, or just the occasional obnoxious players we come across in our travels, I think there is potential for these kinds of abilities worded in this way to cause problems.</p><p></p><p>On the other hand you'd have the opposite type of Warlord player who tries to involve the other players so that he is moving them (or whatever else Warlords can do) to where they want to go.</p><p></p><p>The downside with this approach to playing the Warlord - and this would include a game where a blanket house rule was applied that the individual players can apply the effects of the Warlord's abilities as they prefer - is that I think it could encourage excessive metagame table talk and planning that probably would not be possible in many combats.</p><p></p><p>This kind of OOC game related table talk always occurs to some extent so I'm not trying to say 4E will be introducing that. Previously it's been fairly easy to set the level of it that individual groups are comfortable with and go from there. Judging by the Warlord abilities in this preview, though, I think the Warlord player may often need to check whether anyone wants or needs to make use of a benefit he can offer with an ability (no point using them if nobody wants or needs to take advantage of them at this point of the battle), and so on, which could become a bit of a gameflow gobstopper.</p></blockquote><p></p>
[QUOTE="Mephistopheles, post: 4111329, member: 4460"] My main concern with this preview of the Warlord is how the abilities would play out at the table. On the one hand you have pushy Warlord players. Admittedly this is a problem with the player more than the rules. However, I don't like that these abilities empower a pushy player to make other PCs do things when previously the pushiness could be politely (or not) tolerated and not acted on. We have no idea what else Warlord abilities might do aside from shifting. It could become quite annoying. I think a better wording for these kinds of abilities would be uniform language that gives the players of the PCs the option of taking a bonus action/ability the Warlord is granting them rather than specifying that the player of the Warlord does it. This would not be a problem in my own games and probably the same goes for many others. But when it comes to pick up games, conventions, tournaments, or just the occasional obnoxious players we come across in our travels, I think there is potential for these kinds of abilities worded in this way to cause problems. On the other hand you'd have the opposite type of Warlord player who tries to involve the other players so that he is moving them (or whatever else Warlords can do) to where they want to go. The downside with this approach to playing the Warlord - and this would include a game where a blanket house rule was applied that the individual players can apply the effects of the Warlord's abilities as they prefer - is that I think it could encourage excessive metagame table talk and planning that probably would not be possible in many combats. This kind of OOC game related table talk always occurs to some extent so I'm not trying to say 4E will be introducing that. Previously it's been fairly easy to set the level of it that individual groups are comfortable with and go from there. Judging by the Warlord abilities in this preview, though, I think the Warlord player may often need to check whether anyone wants or needs to make use of a benefit he can offer with an ability (no point using them if nobody wants or needs to take advantage of them at this point of the battle), and so on, which could become a bit of a gameflow gobstopper. [/QUOTE]
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