mellored
Legend
Then we'll just have to disagree on that point.[/SIZE][/FONT]First off, SCAG does not count. No matter how much you may want it to be, it is not Core. If somebody has to buy an accessory/supplement other than the PHB, it is not Core. I do not have it. I can’t reference it. I won’t reference it. It’s not core, so it’s irrelevant.
That's a reasonable thing to add.
Inducing a Saving throw. Yes, Bardic Inspiration can give a bonus to saving throws, but most effects that characters would be able to use it for – specifically ongoing effects – only allow a save “at the end of the character’s turn.” Bardic Inspiration also can’t help with an immediate save for an immediate effect; unless the Bard’s player was prescient enough to give a pep talk in the last ten minutes. Exploits like Inspiring War Cry induce an immediate Saving throw, just like a real leader giving a sudden cry of warning or exhortation at the moment of danger.
Grapple is movement denial available to anyone.
Battlefield manipulation/movement of enemies. All 5E has is Pushing Attack (basically just 3E’s Bull Rush), and a knockdown in the form of Trip Attack. It’s missing things like: Pin the Foe (movement denial), Denying Smite (attack denial), Own the Battlefield (tactical forced movement), Warlord’s Gambit (baiting an enemy into a trap), and Break the Tempo (tactically intercept an enemy and disrupt their move).
I don't know what denying smite is, but giving someone disadvantage to attack happens.
There's no martial forced movement of enemies. There are magical versions though (command, dissonant whispers). Not sure there should be really.
There is no warlords gambit. Closest thing is reckless attack. That would defiantly be cool to have. "enemies have advantage on attacks against you, allies have advantage on attacks against the enemy".
I remember somewhere there was an ability to jump into the middle of an enemies movement. Maybe in the Mystic UA. Though i think most warlord interrupts should not transfer. It adds to turn order confusion, and tended to be a bit OP.
You can use maneuvering attack multiple times in a turn, letting everyone move.
Coordinate movement between allies. Yes, 5E has maneuvers that let you grant movement to an ally; but it doesn’t have exploits like Guide the Charge or Rabbits and Wolves that grant movement and allow coordination of that movement (simultaneous and tactically).
There's no way to get someone to move+attack as a reaction. Not sure there should be. Giving out too many actions is what made warlord a bit too strong.
Martial Frightened already happens. Which prevents movement towards you, and disadvantage to ability checks.
Demoralize/Incite enemies. There are no exploits such as Stir the Hornet’s Nest in 5E. While the 4E version just gives an attack and damage bonus, a 5E version should give the enemy disadvantage for being irrationally angry that affects not just combat, but also checks and saves – the real narrative spirit of the exploit. Another one is Force Retreat – which mechanically is just another forced movement exploit, but in 5E should be an enemy Morale check or an actual retreat (not just forced movement of a few squares).
Save penalty might be too strong. It's pretty rare and limited.
Thanks for the list.
And these are just from the 4E PH1, and only hits the high points. Since I’m being a stickler for Core, I’ll stick to just that one book to keep it fair.
I agree there's room for a new stuff and more flavor defined mechanics.
I also won’t count against your claim, things that could/should be addressed in 5E that aren’t addressed in 4E, such as:
-Better/more-appropriate mechanics to represent/model the larger effects of actual Leadership.
-Maneuvers that affect Initiative.
-A real ability to gain tactical/strategic information (unlike the abysmally weak/virtually useless Know Your Enemy).
-Something that actually reflects being a Student of War (rather than only providing proficiency with one type of artisan’s tools).
-The ability to affect travel/marching speeds.
-Command functions for the Mass Battles supplement.
etc...etc...etc...
The Warlord is far from all there in 5E.
Like a battle plan, that gives a bonus at the start of the encounter.
Caution: If one of you is not surprised, no one is surprised.
Reposition: When you roll initiative, everyone can move X'
Ready: +X to initiative.
Bulwark: When you roll initiative, everyone takes the dodge action.
Battle Plan: Come up with an order of initiative. Swap initiative around to go in that order.
ect...