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Frogreaver's Warlord 2
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<blockquote data-quote="FrogReaver" data-source="post: 7365655" data-attributes="member: 6795602"><p>All abilities generally sound magical unless their motivations are explained. So let me do that before you totally write it off as sounding too magical. The goal for my warlord was to tie words and action and demeanor all together so that it would be a bit ambiguous what part was inspiring and helping your allies. In other words I wanted to give more agency for other players to decide how the warlord was specifically helping them. Further, the buffs the warlord grants by his demeanor/words/deeds/etc should be temporary things as its his demeanor/words/deeds that are causing them. I believe a warlord doesn't have to inspire allies a little at the time through a small word here or a small deed there but does something that's just really inspiring or brilliant or helpful once a combat that gets you focused and fighting better than otherwise.</p><p></p><p>The above is why I chose to key warlord buffs off things that are happening and not just off him spouting out a few words of encouragement to do things. It's also why I chose the 1 minute time limit instead of a turn based one. It let's whatever he did or said or whatever have a lasting effect. "He doesn't have to be totally inspiring the whole fight to inspire you the whole fight."</p><p></p><p></p><p></p><p>Maybe. I think the only way to design a traditional warlord and a lazy lord in the same class while keeping the class balanced is to have some kind of tradeoffs for lazylord style abilities with abilities that are good for a regular warlord. Subclass selection is a natural tradeoff scenario and so I think subclass works great for this. If it was that important that it not be a subclass that enables this then there would need to be a significant rework of the attack granting parts of this class. There's just no place I can find for that kind of a tradeoff to be made in any other area of the class. Maybe you can help there?</p><p></p><p></p><p></p><p>Sure I love out of combat abilities. The warlord needs so much early on in order to feel like a warlord that I don't think such an ability can be worked into the first 5 levels. Maybe level 6,7, 9 or 10?</p><p></p><p></p><p></p><p>And then you end up with a jack of all trades, master of none and those concepts generally feel weak in 5e.</p><p></p><p></p><p></p><p>I don't think you made anything strong enough to actually matter. More importantly these abilities don't live up to the concept of a class that inspires others to fight better through word and deed and demeanor. They are all "word" abilities and that just doesn't have the same feel.</p><p></p><p></p><p></p><p>Honestly I think those kind of Marshall abilities you just mentioned would go great on a warlord subclass.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7365655, member: 6795602"] All abilities generally sound magical unless their motivations are explained. So let me do that before you totally write it off as sounding too magical. The goal for my warlord was to tie words and action and demeanor all together so that it would be a bit ambiguous what part was inspiring and helping your allies. In other words I wanted to give more agency for other players to decide how the warlord was specifically helping them. Further, the buffs the warlord grants by his demeanor/words/deeds/etc should be temporary things as its his demeanor/words/deeds that are causing them. I believe a warlord doesn't have to inspire allies a little at the time through a small word here or a small deed there but does something that's just really inspiring or brilliant or helpful once a combat that gets you focused and fighting better than otherwise. The above is why I chose to key warlord buffs off things that are happening and not just off him spouting out a few words of encouragement to do things. It's also why I chose the 1 minute time limit instead of a turn based one. It let's whatever he did or said or whatever have a lasting effect. "He doesn't have to be totally inspiring the whole fight to inspire you the whole fight." Maybe. I think the only way to design a traditional warlord and a lazy lord in the same class while keeping the class balanced is to have some kind of tradeoffs for lazylord style abilities with abilities that are good for a regular warlord. Subclass selection is a natural tradeoff scenario and so I think subclass works great for this. If it was that important that it not be a subclass that enables this then there would need to be a significant rework of the attack granting parts of this class. There's just no place I can find for that kind of a tradeoff to be made in any other area of the class. Maybe you can help there? Sure I love out of combat abilities. The warlord needs so much early on in order to feel like a warlord that I don't think such an ability can be worked into the first 5 levels. Maybe level 6,7, 9 or 10? And then you end up with a jack of all trades, master of none and those concepts generally feel weak in 5e. I don't think you made anything strong enough to actually matter. More importantly these abilities don't live up to the concept of a class that inspires others to fight better through word and deed and demeanor. They are all "word" abilities and that just doesn't have the same feel. Honestly I think those kind of Marshall abilities you just mentioned would go great on a warlord subclass. [/QUOTE]
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