Excerpt: The Warlord

We're too low level to see how dependant or not we are on a controller. In all previous editions of D&D, you could probably play without a wizard up to level 6 (no chance of not playing with a cleric since level 2 IMO)

I'm also interested in seeing how they worked on multiclassing (but given that we do have about 6 more weeks, we potentially might get lucky) but it looks like they got around the potential stacking problem of 3.5 but in a way, it does make life harder for future designers (they can't simply slap together a power and have it be used).

As I called it, WOTC is starting to ramp up its advertising/preview for 4E and while I still think it is a little early (6 weeks to go? Most movies/videogames don't really push until week 3 or 4), I'm not going to complain :D

Paragon paths on Wednesday...Cool.
 

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I must say that Guarding Attack sounds very similar to the paladin's Shielding Smite: encounter, weapon, melee range, ability vs AC, 2[W] + ability damage, an ally gains a bonus to AC.

The paladin's is slightly better though, because he can apply the bonus to any ally within 5 squares, and he doesn't have to hit with the power.
 

Celebrim said:
Hmmm... that sounds reasonable.

It brings up a humorous scenario in my mind.

Cleric: Be healed, my child.
Heathen: Eh. That's not so impressive.
Cleric: No? The hand of the divine healing your body isn't impressive?
Heathn: Not really. Bob healed me up just as well with a kind word and a pat on the back.
Cleric: Really?? What is Bob? Some sort of demigod?
Heathen: No, I think he's just a 1st level warlod. Anyway, if that is all you are offering, I think I'll just go worship Bob instead.

it could also lead to this:

Heathen: Bob please help me!! I went with a harlot last night and now it burns when I pee!!!
Warlord: Errmm...
Heathen: Can't you you give me a pat and shout something inspiring?
Warlord: Please go away. please.
Heathen: Did I mention she gave me crabs too?
Warlord: (Runs away)
 

mach1.9pants said:
Build options are just like 3E starting packages. They are an option on how to make an effective 1st level character.

I think they are much more than that - although they give "recommended trained skills" the key thing that we see here is that it is sorta 'two classes in one' - the build option that you choose gives (a) a different bonus ability (b) better effects from certain powers.

We saw the same thing with Rogues (artful dodger/brutal scoundrel) where certain powers get better bonuses for one "Rogue build" or the other.
 

Plane Sailing said:
We saw the same thing with Rogues (artful dodger/brutal scoundrel) where certain powers get better bonuses for one "Rogue build" or the other.

Yeah, so do we think the ranger has an archery or TWF route?
 

So (a tactical) Warlord's Favour grants +(1 + Int) to attacks to one ally until the end of the warlord's next turn.

I wonder what happens if the warlord keeps delaying. :]
 

FadedC said:
Yeah it would appear that there may be only 2 types of named bonuses in the game....power and enhancement.

And feat and racial.
(from the feats article and elves article respectively)


Overall, I like what this shows of the class (no forced skill choices, Woohoo)

Disappointed by the lack of text on inspiring word and at-will powers, however.

Combat Leader irks me a bit. I'm still not happy with these 'aura' bonuses floating around.

We need to see more, but I think I'd rather have a warlord than a cleric in the party. The cleric gets tied up in a lot of energy effects, while the warlord seems to be throwing out bonuses more often.

Though I could easily see going for a really effective party and just ditching the wizard and taking both.
 

Steely Dan said:
Yeah, so do we think the ranger has an archery or TWF route?
I hope so. ;) There was a line somewhere along the blog posts and excerpts and previews that said something to the effect of no two-weapon fighting would make the ranger cry.
 

Plane Sailing said:
I think they are much more than that - although they give "recommended trained skills" the key thing that we see here is that it is sorta 'two classes in one' - the build option that you choose gives (a) a different bonus ability (b) better effects from certain powers.

We saw the same thing with Rogues (artful dodger/brutal scoundrel) where certain powers get better bonuses for one "Rogue build" or the other.
I think they are two slightly different things. The alternate class abilities (rogue tactics, commanding presence) give a choice between two "flavors" of the core class. The build options each use one of the alternate class abilities, and mixes that with a sample collection of feats and powers.

The build options are more "optional" than the alternate class abilities, as you do not have to follow up on the "build" suggested by your alternate class ability (you could play an Inspiring Warlord, but choose White Raven Onslaught as you daily instead of Bastion of Defense, for example). There could even be other build options for each of the alternate class abilities that mix them with other feats and powers.

You do have to choose one of the alternate class abilities though, and it is unclear whether future supplements will have more alternate class abilities, and whether it will be possible to gain the advantages of two or more (if any) alternate class abilities (through feats, etc.)
 

Mustrum_Ridcully said:
I hope so. ;) There was a line somewhere along the blog posts and excerpts and previews that said something to the effect of no two-weapon fighting would make the ranger cry.

Totally, so it looks like no special TWF action for our little rogue…?
 

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