That is a Fighter, with a Noble Background. The very point that you are arguing that you need to have an entirely different Class just to be able to _lead_ simply undermines what the Fighter can be. As it does for all Classes in fact - why can't any Class potentially be a good leader?
Anyone can fight, why have a fighter? Can't anyone learn to swing a sword? No class exclusively does things no other class can. Even casters share many of the same spells.
And, while we use 'leader' as short-hand, because of the familiarity of the 4e formal Leader Role, that role no longer exists, and the Warlord isn't going to be defined by either the formal role of Leader, nor was it ever strictly leading in the literal sense of the warlord player bossing everyone around.
It's a support class.
Now, I made this comment last night before I went to bed, and immediately got a bunch of responses in response. To me, it indicates a somewhat fanatical aspect, obsessing over one Class.
The class has some avid fans. I don't see what's wrong with that. I do see something wrong with the contrary obsession, though: why go out of your way to try to deny fans of a class something they enjoy playing. What will be so unbearable about living in a world where the Warlord exists as a playable class option in the Advanced Game?
The system lacks realism; which to me is a bug rather than a feature.
I consider it a feature in a fantasy game, and a necessity even in one that has some reason to shoot for realism. Attempts at realism can really hurt balance & playability, often for very little actual realism achieved.
D&D is so very far from being remotely realistic, though, that I doubt it could even much accommodate the impulse even in very extensive modules. That doesn't mean it shouldn't try. I could see at least a full, PH-sized supplement devoted to such an end being added to the Advanced Game.
Assuming the fighter and-or wizard are willing to accept that leadership.
Nod. If one of them has a "doesn't play well with others" or "problems with authority" concept, yeah, it could be an RP problem - or 'opportunity.'
The best archetypal Cleric for me has always been Friar Tuck. Not much if any spellcraft but he nails the rest of it.
Doesn't heal, never met undead, no spellcasting, no granted power, notoriously deadly swordsman, occasionally uses a bow, wears chainmail in some versions or a mere brown robe in others.
Yeah, screams D&D Cleric.
5'-step and flanking are both quite elegant and reasonably good. Marking does nothing for me as it takes away the target's choice; ditto the movement ones.
Marking /doesn't/ take away the marked creatures choice, it just makes it more difficult, catch-22 choice. Similarly, forced movement doesn't consume a target's actions, so he still has all the same opportunities to act as before, just (hopefully) in a more difficult circumstance. Ironcially, more granular/realistic modeling of combat tricks and maneuvers to draw enemies out of position might more literally take away choice, by consuming their actions or movement, if they lose whatever mechanical contest would be used to represent such things.
Shift-slide-pull mechanics I see arising from a desire (by the designers?) to have enemies be almost playable like chess pieces by the party, at an extreme extent. Makes me wonder what the players' reactions would be if the opposition suddenly started this sort of action against them.
Many 4e monsters did do those sorts of thing. Never saw it cause a problem, but then, 4e players were kinda self-selecting that way.
Without going into a full-ride redesign of the combat system, I'd probably try to remove or minimize some mechanics. Marking would go
Marking is gone from the Standard Game, check.
Also not an actual sub-system of the Standard Game, though a things, like Thunderwave, do it - check.
as would turn-based movement at all; insteat at the beginning of the round you state your intended move (if any) then at each point within the round that it becomes relevant we figure out how far you've got, and you arrive on your initiative.
Wow, that's a change, alright.
In any case if circumstances suggest or dictate a change of course while you're on the move you're free to change course on the fly
Doesn't that undercut what you're trying to accomplish in declaring first?
And to lead into my next issue: what if Bob and Fred wanted to charge side-by-side together?
The higher initiative one would Ready in 3.0 and later.
I'd also loosen up the turn-based mechanics to allow some common sense. As written, two individuals in combat cannot move together even if the faster one waits for the slower one's initiative, because two turns cannot happen simultaneously...and this is laughable.
With Ready you can have two (or more) actions happening on the same turn, even if not technically several turns simultaneously. Many DM's'd just run something like that as if it were literally simultaneous. Certainly nothing wrong in doing so in 5e.
I'd allow simultaneous resolution also. Right now in D&D as written two meleeing foes cannot mutually kill each other because one always has to win the initiative. This loses some nice potential for drama.
Fortunately, in 5e, you can just rule something Simultaneous if you want, when it matters - without adopting a more onerous action-declaration system and using it every round. DM Empowerment, rulings-not-rules, &c...
But, y'know, an action-declaration system would make for a very tactical 'tactical module,' indeed, downright wargamey.
Drifted pretty far from the Warlord, but interesting stuff, as always, Lanefan.
[sblock="Aside: Separated by a Common Language"]
The connotation of inherent leadership beyond just the confines of combat is a put0off for some, which is why I'm supporting "Marshal" as the name...it much more ties the class' main role to combat tactician.
For Americans, the most familiar meaning of 'Marshal,' by far, is a law-enforcement officer, particularly in the Old West. It blows as a word you'd use in the context of a fantasy setting, even worse than 'Sheriff,' which suffers the same problem, but at least has the Sheriff of Nottingham mitigating it. Next most familiar would be an honorary position in a parade. The common European meaning, an officer of high military rank, is fairly obscure here. Just an aside, since names don't matter. ;P [/sblock]
I've never felt this was a strong argument. If a group feels leadership/inspiration options are an important part of their play, they will include it. Whatever "it" is. If that means feats, then so be it.
If it means opting into a Warlord class presented in the Advanced Game, so be it.
Must we reinvent the wheel for everything feats otherwise touch on? Do we need a boxer class in case Tavern Brawler is unavailable due to not using feats?
Well, we do have the Monk for those who want to kick it unarmed.
So as the fighter or wizard, or whomever, I can choose to invalidate the warlord's action by not doing as "ordered". Who's the jerk there? Now I'm blocking. And that's not fun for anyone.
Heck, you're 'blocking,' now, and, no, it's no fun at all. Stop it. ;P
Seriously, though, conceptually it only makes sense for taking an action-grant to be at the option of the subject. We might presume that the Warlord & his allies have drilled extensively, that their maneuvers are second-nature (that's why they can accomplish that much more when executing them), but those allies still have free will and need to be able to act in response.
Player agency was kept intact because it was presumed to be roleplayed such that the commander of the mission ordered the action the other players chose to take. We use to call it "Shrodinger's Command".
Player 1 [Private Heavygun McNally]: "I spin the 50-cal around to shoot those Germans on the mezzanine!"
Player 2 [Lieutenant Snappypants]: "Private! Look out for those krauts up there. Take 'em out!"
GM: "Cool. Okay, Player 1, make your roll to light them up."
Why can't roleplaying leadership type actions in 5e work the same?
That's surprisingly close to how the Warlord often works out in actual play. The leadership aspect is conceptual. Just as the player of the fighter doesn't get up and swing a replica sword around, or the warlock player actually put his soul up for sale, the player of the Warlord wasn't actually bossing the other players around.
Why do you need crunch to justify something like this?
Well, the game does need some support functions in a party, particular hp-recovery in combat, and the Warlord provides a non-caster option that opens up more concepts to that kind of informal, but vital, role. So it's as much the concept justifying the crunch as the other way around (what others have put less charitably as 'filling a niche' - most classes do, those that don't end up '5th wheels'). The player of the Warlord gets to contribute, gets to play the concept he wants, and the party gets the support function it needs, and, depending on the concept, the story might also get the nominal leader character that's so common.
(Of course, the concept of the Warlord as could also reach beyond the traditional healer or formal leader roles to model strategy and tactics in similarly abstract ways.)