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How much healing, how much mitigation for a warlord?
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<blockquote data-quote="Tony Vargas" data-source="post: 6732070" data-attributes="member: 996"><p>It is in essence a 'choose your method of execution' poll. All the choices make the warlord just bad at support compared to existing support classes. </p><p></p><p>In any case, it makes giving players some choices the clear way to go. </p><p></p><p></p><p>I think HD work best for restoring hps, specifically (and, yes, it's 4e-like, but then so are HD), and yes, rests re-setting the Inspiration mechanic make perfect sense. I also like the idea of leveraging the 5e inspiration mechanic.</p><p></p><p>But, as mellored has pointed out, 5e isn't committed to consistent structures, so, aside from HD, there's no way to tie Inspired extra-effort to existing extra-effort mechanics (like Second Wind) or even clearly identify them (is a Warlock casting his last spell making an extra effort that could instead have gone into being Inspired to re-gain some hit points or toss a particularly deadly eldritch blasts?).</p><p></p><p>A hard 1/rest limit also gets in the way of basic support function, because one ally can get hammered by the enemy and require support repeatedly in a single encounter, while everyone else is fine. Giving such an ally a shot in the form of an increasing CON save DC or a post-encounter consequence instead of a hard limit (or after a soft limit has been exceeded), would address that. </p><p></p><p>It'd also be tricky to balance. Intuitively, I think the second time you're inspired, make a CON save to benefit, and the DC goes up each time from there, once you fail, you can't benefit again until you have a short rest. Then DC resets on a short rest, but you still have to save until you've had a long rest. </p><p></p><p>'Coincidentally' front-liners like fighters who tend to get beat up a lot, also tend to have good CON saves.</p><p></p><p>Agreed. Something like Wolf Pack Tactics - one of the signature warlord at-wills, could be a maneuver that requires neither inspiration nor tactics to work, it just works.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6732070, member: 996"] It is in essence a 'choose your method of execution' poll. All the choices make the warlord just bad at support compared to existing support classes. In any case, it makes giving players some choices the clear way to go. I think HD work best for restoring hps, specifically (and, yes, it's 4e-like, but then so are HD), and yes, rests re-setting the Inspiration mechanic make perfect sense. I also like the idea of leveraging the 5e inspiration mechanic. But, as mellored has pointed out, 5e isn't committed to consistent structures, so, aside from HD, there's no way to tie Inspired extra-effort to existing extra-effort mechanics (like Second Wind) or even clearly identify them (is a Warlock casting his last spell making an extra effort that could instead have gone into being Inspired to re-gain some hit points or toss a particularly deadly eldritch blasts?). A hard 1/rest limit also gets in the way of basic support function, because one ally can get hammered by the enemy and require support repeatedly in a single encounter, while everyone else is fine. Giving such an ally a shot in the form of an increasing CON save DC or a post-encounter consequence instead of a hard limit (or after a soft limit has been exceeded), would address that. It'd also be tricky to balance. Intuitively, I think the second time you're inspired, make a CON save to benefit, and the DC goes up each time from there, once you fail, you can't benefit again until you have a short rest. Then DC resets on a short rest, but you still have to save until you've had a long rest. 'Coincidentally' front-liners like fighters who tend to get beat up a lot, also tend to have good CON saves. Agreed. Something like Wolf Pack Tactics - one of the signature warlord at-wills, could be a maneuver that requires neither inspiration nor tactics to work, it just works. [/QUOTE]
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How much healing, how much mitigation for a warlord?
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