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Evaluating the warlord-y Fighter
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<blockquote data-quote="Pickles JG" data-source="post: 6487927" data-attributes="member: 61501"><p>I agree with this my 4e warlord certainly claims most of the damage in a fight from the attacks he grants & the bonuses to damage he gives plus the attacks that are made because he allowed people to move into position (or hit due to a bonus). </p><p></p><p>I am not sure the BM has quite enough oomph for this with limited dice but you can certainly make an effective martial healer - it's more a combat medic than an inspiring leader or tactical guide though. </p><p></p><p>In response to a later point for me Legendary resistance is a purely metagame ability. The DM invokes it to protect his monsters & make them more epic, the monster does not use it if he fancies ignoring a taunt. </p><p></p><p></p><p></p><p>As someone who is endlessly irritated by 4e knockers who wanted fighters not to be defenders or whatever (then play the class that does what you want it to - forget what it is called) I should agree with this. </p><p>Part of my problem at the moment is that I cannot quite get enough things to do by any of the builds I have tinkered with . The best is probably Battlemaster/Lore Bard, like GMforPGs but it's a long slog to get what I want (& bard spells are not quite as supportive as I would have liked - for a pure bard let alone a Warlord stand in. I think it's a good class just not what I want).</p><p></p><p>There is also a little more to the style of abilities than just fluff. There are some things that just feel more clericy and others that feel more martial. This is a bit (!) wishy washy I concede.</p><p></p><p></p><p></p><p>Well 4e warlords have to give up fighter abilities to get their warlord ones - they lose HP, weapon & armour proficiencies, attack bonus, marking & combat superiority <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />. I think the issue with 5e pseudo warlords is that they do not have the option of giving up enough fighter abilities to really function as a leader.</p><p></p><p>& I mean "leader" not healer. I can do without the perfect symmetry of 4 healing if I get other abilities that replace it - damage mitigation, movement increases, boosts to attack or damage that reflect the function of having a great team leader either an inspiration or a tactician or just a nudger who keeps everyone performing to the best of their ability. </p><p>It is frustrating with all the martial/magical nerd warring that this archetype, which exists in the real world, has not been carried into the game.</p></blockquote><p></p>
[QUOTE="Pickles JG, post: 6487927, member: 61501"] I agree with this my 4e warlord certainly claims most of the damage in a fight from the attacks he grants & the bonuses to damage he gives plus the attacks that are made because he allowed people to move into position (or hit due to a bonus). I am not sure the BM has quite enough oomph for this with limited dice but you can certainly make an effective martial healer - it's more a combat medic than an inspiring leader or tactical guide though. In response to a later point for me Legendary resistance is a purely metagame ability. The DM invokes it to protect his monsters & make them more epic, the monster does not use it if he fancies ignoring a taunt. As someone who is endlessly irritated by 4e knockers who wanted fighters not to be defenders or whatever (then play the class that does what you want it to - forget what it is called) I should agree with this. Part of my problem at the moment is that I cannot quite get enough things to do by any of the builds I have tinkered with . The best is probably Battlemaster/Lore Bard, like GMforPGs but it's a long slog to get what I want (& bard spells are not quite as supportive as I would have liked - for a pure bard let alone a Warlord stand in. I think it's a good class just not what I want). There is also a little more to the style of abilities than just fluff. There are some things that just feel more clericy and others that feel more martial. This is a bit (!) wishy washy I concede. Well 4e warlords have to give up fighter abilities to get their warlord ones - they lose HP, weapon & armour proficiencies, attack bonus, marking & combat superiority :). I think the issue with 5e pseudo warlords is that they do not have the option of giving up enough fighter abilities to really function as a leader. & I mean "leader" not healer. I can do without the perfect symmetry of 4 healing if I get other abilities that replace it - damage mitigation, movement increases, boosts to attack or damage that reflect the function of having a great team leader either an inspiration or a tactician or just a nudger who keeps everyone performing to the best of their ability. It is frustrating with all the martial/magical nerd warring that this archetype, which exists in the real world, has not been carried into the game. [/QUOTE]
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