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Here it is! Version 5 of my hombrewed Warlord class!
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<blockquote data-quote="Stalker0" data-source="post: 8294455" data-attributes="member: 5889"><p>Alright, lets delve into it!</p><p></p><p><strong>Battlefield Insight </strong>(Improve Damage): Just confirming, as written this does not consume any insight, so the Warlord can just apply the bonus round after round if they aren't spending that bonus on anything else. Just making sure as its the only ability I've seen that does that.</p><p></p><p><strong>Expose Weakness</strong>: So we are now going with the notion of it costs me my action (though I am still getting to use help) but now no saves, it just works. I like that model a lot, I've often thought that martial characters can differentiate themselves by weaker but more consistent abilities over casters.</p><p></p><p>So we need to remember that the cost here isn't just the 2d6 insight, because I am also not taking the attack action its 1,2, or 3d6 more insight that I am not generating. That's a lot of Improved Damage power I am giving up....not to mention the loss of the attack. So personally I am not sure the 2d6 cost is really needed here, the opportunity cost is already pretty darn high.</p><p></p><p><strong>Warlord Presence</strong>: I've already said my peace about the power of this in the last version, and though you have mixed up the bonuses so that it requires a wider range of stats to get the FULL use of it....it still feels like too much. Again if we are comparing this to the rogue, yes cunning action is good, but you already have a solid ability at 2nd level, and now your piling on an entire extra ability on top. Lastly, I think the shouts are fine as they are at 1st level, I don't think they need a buff to stay relevant.</p><p></p><p>If you really want to keep this....I would just go nice a simple. Everyone with 30 gains +initiative = your prof mod, and call it a day. that's still a very nice ability (PCs LOVE initiative), but its simple and just does the job.</p><p></p><p>Your 2nd level....you don't get ALL the toys yet <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><strong>Advanced Signals</strong>: Other than the cost (which we discussed above), all of the abilities seem reasonable except dirt in the eye. I would say that is notably weaker than all of the other ones (even considering the better duration), I can't ever seeing a character using it over the other options.</p><p></p><p><strong>Booming Voice</strong>: Its a fine ribbon ability, and works fine at 7th with the other ability already there.</p><p></p><p></p><p></p><p>All the rest looks good to me!</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8294455, member: 5889"] Alright, lets delve into it! [B]Battlefield Insight [/B](Improve Damage): Just confirming, as written this does not consume any insight, so the Warlord can just apply the bonus round after round if they aren't spending that bonus on anything else. Just making sure as its the only ability I've seen that does that. [B]Expose Weakness[/B]: So we are now going with the notion of it costs me my action (though I am still getting to use help) but now no saves, it just works. I like that model a lot, I've often thought that martial characters can differentiate themselves by weaker but more consistent abilities over casters. So we need to remember that the cost here isn't just the 2d6 insight, because I am also not taking the attack action its 1,2, or 3d6 more insight that I am not generating. That's a lot of Improved Damage power I am giving up....not to mention the loss of the attack. So personally I am not sure the 2d6 cost is really needed here, the opportunity cost is already pretty darn high. [B]Warlord Presence[/B]: I've already said my peace about the power of this in the last version, and though you have mixed up the bonuses so that it requires a wider range of stats to get the FULL use of it....it still feels like too much. Again if we are comparing this to the rogue, yes cunning action is good, but you already have a solid ability at 2nd level, and now your piling on an entire extra ability on top. Lastly, I think the shouts are fine as they are at 1st level, I don't think they need a buff to stay relevant. If you really want to keep this....I would just go nice a simple. Everyone with 30 gains +initiative = your prof mod, and call it a day. that's still a very nice ability (PCs LOVE initiative), but its simple and just does the job. Your 2nd level....you don't get ALL the toys yet ;) [B]Advanced Signals[/B]: Other than the cost (which we discussed above), all of the abilities seem reasonable except dirt in the eye. I would say that is notably weaker than all of the other ones (even considering the better duration), I can't ever seeing a character using it over the other options. [B]Booming Voice[/B]: Its a fine ribbon ability, and works fine at 7th with the other ability already there. All the rest looks good to me! [/QUOTE]
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Here it is! Version 5 of my hombrewed Warlord class!
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