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Fiddling with Fighters
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<blockquote data-quote="Quickleaf" data-source="post: 6685209" data-attributes="member: 20323"><p>I haven't had time to give these sub-classes the thorough looking over they deserve, but I like what you're doing so far <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>On a general note I'm wary of certain sub-classes (the Weaponmaster) being more combat oriented than, say, the Hero of Destiny which has Hero's Renown (a background feature essentially) @10th and an anti-aging ability [MENTION=6749508]18[/MENTION]th. Whereas Weaponmaster gets Combat Superiority @10th and Enhanced Weapon Mastery [MENTION=6749508]18[/MENTION]th. While I agree that it's good to accommodate different play styles, I also think it's important that there is relative parity between sub-classes in terms of offering power in combat vs. power in other areas. For example, I would probably soup up the Hero's Renown substantially. Maybe even swap out one of the Weaponmaster's features for some kind of identification/appraisal of arms & armor ability. Just two coppers.</p><p></p><p>Here are my comments on your Warlord...</p><p></p><p></p><p>There's no such thing as a "full action" in 5e. Do you mean it requires your Action for that turn?</p><p></p><ul> <li data-xf-list-type="ul"><br /> How long does this last for? I.e. a single save within what time span? Is it *any* save the ally chooses or does the warlord PC choose one save in particular. Are they saying "everybody dodge the fireball!" or are they giving some kind of general pep-talk?<br /> <br /> <br /> Assuming you mean "you grant advantage to your allies' attack rolls". Again, how long? Seems too easy to me, just a blanket advantage for potentially the entire party's attacks without the warlord PC having to do any thinking to achieve it. Maybe advantage against a specific enemy the warlord PC attacks (hit or miss)?<br /> <br /> <br /> Solid.<br /> <br /> <br /> Very circumstantial. There's a reason the 4e warlord gave a passive initiative bonus to the party.<br /> <br /> <br /> Wow, that's very powerful. Particularly in a game without feats where you can effectively give the entire party the benefit of one of the "bonus action attack" feats.<br /> <br /> <br /> Granting allies the ability to spend HD to renew hit points make sense for the warlord. I would recommend that allies <em>at the least</em> must spend a bonus action to do so. Might also be worth clarifying by that "a HD" you mean "1 HD" and 1 HD only.<br /> <br /> <br /> Proficiency with Charisma is really vague. Most Charisma checks end up being tied to a particular skill.<br /> <br /> Interesting that you added that bit about using CHA instead of CON...doesn't really seem like the the warlord's theme to me.<br /> <br /> <br /> I'm not sure you need the limit on number of times you can perform this between rests. It seems to me that it would be balanced to let this happen at-will since you've got good built-in limits: bonus action + you need to hit. I would also include a size category based limit, for example no monsters more than one size category bigger than the warlord.<br /> <br /> <br /> Maximum damage is finicky to track and also screws over great axe or great sword wielders (2d6 damage). Critical hits, instead, might be more fair and more recognizable even if rarer for most other weapons.<br /> <br /> <br /> Solid.<br /> <br /> <br /> I have a hard time balancing high-level abilities. I think this is solid, but with multi-attacks flying around, this could add up to some serious damage... Just to give you an idea of the numbers, an 18th level party of five could be looking at something like +42 damage on a nova round. And this is a pretty conservative estimate.<br /> <br /> <u>18th level Fighter (warlord), bonus action feat, action surge, 16 cha: </u> 7 attacks = +21 damage<br /> <u>18th level Rogue (thief), scimitar of speed:</u> 2 attacks = +6 damage<br /> <u>18th level Cleric (war):</u> 2 attacks = +6 damage<br /> <u>18th level Wizard (evoker):</u> casts a saving throw based spell<br /> <u>18th level Ranger, hasted:</u> 3 attacks = +9 damage<br /> <br /> Looking at monster hit points at higher levels I think it's cool. It does give the group an edge against hordes of weaker foes, which does seem to suit the warlord well.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 6685209, member: 20323"] I haven't had time to give these sub-classes the thorough looking over they deserve, but I like what you're doing so far :) On a general note I'm wary of certain sub-classes (the Weaponmaster) being more combat oriented than, say, the Hero of Destiny which has Hero's Renown (a background feature essentially) @10th and an anti-aging ability [MENTION=6749508]18[/MENTION]th. Whereas Weaponmaster gets Combat Superiority @10th and Enhanced Weapon Mastery [MENTION=6749508]18[/MENTION]th. While I agree that it's good to accommodate different play styles, I also think it's important that there is relative parity between sub-classes in terms of offering power in combat vs. power in other areas. For example, I would probably soup up the Hero's Renown substantially. Maybe even swap out one of the Weaponmaster's features for some kind of identification/appraisal of arms & armor ability. Just two coppers. Here are my comments on your Warlord... There's no such thing as a "full action" in 5e. Do you mean it requires your Action for that turn? [LIST] How long does this last for? I.e. a single save within what time span? Is it *any* save the ally chooses or does the warlord PC choose one save in particular. Are they saying "everybody dodge the fireball!" or are they giving some kind of general pep-talk? Assuming you mean "you grant advantage to your allies' attack rolls". Again, how long? Seems too easy to me, just a blanket advantage for potentially the entire party's attacks without the warlord PC having to do any thinking to achieve it. Maybe advantage against a specific enemy the warlord PC attacks (hit or miss)? Solid. Very circumstantial. There's a reason the 4e warlord gave a passive initiative bonus to the party. Wow, that's very powerful. Particularly in a game without feats where you can effectively give the entire party the benefit of one of the "bonus action attack" feats. Granting allies the ability to spend HD to renew hit points make sense for the warlord. I would recommend that allies [i]at the least[/i] must spend a bonus action to do so. Might also be worth clarifying by that "a HD" you mean "1 HD" and 1 HD only. Proficiency with Charisma is really vague. Most Charisma checks end up being tied to a particular skill. Interesting that you added that bit about using CHA instead of CON...doesn't really seem like the the warlord's theme to me. I'm not sure you need the limit on number of times you can perform this between rests. It seems to me that it would be balanced to let this happen at-will since you've got good built-in limits: bonus action + you need to hit. I would also include a size category based limit, for example no monsters more than one size category bigger than the warlord. Maximum damage is finicky to track and also screws over great axe or great sword wielders (2d6 damage). Critical hits, instead, might be more fair and more recognizable even if rarer for most other weapons. Solid. I have a hard time balancing high-level abilities. I think this is solid, but with multi-attacks flying around, this could add up to some serious damage... Just to give you an idea of the numbers, an 18th level party of five could be looking at something like +42 damage on a nova round. And this is a pretty conservative estimate. [U]18th level Fighter (warlord), bonus action feat, action surge, 16 cha: [/U] 7 attacks = +21 damage [u]18th level Rogue (thief), scimitar of speed:[/U] 2 attacks = +6 damage [u]18th level Cleric (war):[/u] 2 attacks = +6 damage [u]18th level Wizard (evoker):[/u] casts a saving throw based spell [u]18th level Ranger, hasted:[/u] 3 attacks = +9 damage Looking at monster hit points at higher levels I think it's cool. It does give the group an edge against hordes of weaker foes, which does seem to suit the warlord well.[/list] [/QUOTE]
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