That sucks. Have you tried roleplaying it? I've been playing the "leader of men" trope in D&D since 1978.Heck I've been trying to play "leader of men" since very early 2e. Just never had a class that fit.
I whole-heartedly agree. Heck, it's why any version of Deadlands, that is not the original from Pinnacle, is a daggum travesty...The very best games have the mechanical effects tie in with what is happening in the fiction.
What made Runequest2 such a great game for me back in 1980 was the fact it was that it was so deeply embedded in Glorantha with its battle magic & rune magic being unique to that world. It lost a lot when it became more generic (for me in part disillusionment with the core system).
And yet you can play a religiously devout warrior (and with the acolyte background he even becomes an honest-to-god, full-fledged priest!).Now you can just role-play your cleric as a wise old warrior giving out advice but if you are just casting blees every fight that might feel like you are in fact just a cleric.
The problem with saying that you want "leader of men" to have mechanical weight in a game like D&D, is that it is implicitly seeking a leadership role over the other PCs. Because, after all, those other PCs at the table are the "men" you are seeking to "lead". Look, this particular dead horse has been thoroughly bludgeoned in countless threads at this point, but there it is.
I do. I encourage you to go back and read some of the big threads here, and see for yourself, that there were others who felt exactly as I do (some argued even more passionately on the matter than even I).It is an issue you seem to take particular exception to, I can't recall anyone else having it.
That's great. Honestly. But I fail to see what that has to do with our discussion.I like agency for my PC it is why I like balanced power levels including point buy stats, broadly balanced class power, even levels for new characters. I am anti fudging, anti "GM story telling" & so on.
Odd statement given the mock-up you just posted with abilities such as "Respected Leader", and abilities that direct the other PCs (attacks and movement). How do you envision such things playing out without you telling them how to think, feel and act?I do not find the leader role as it was called actually requires being a "leader" in the sense of bossing around the other players.
Is the class' fundamental functionality (I get into this more at the end of this post) tied up with telling the other players how their PCs should think, feel and act in order for it to contribute? Then yes.When 4e came out I was playing City of Heroes which had classes that mirrored 4e roles. Except their defender class was called Tanker & their leader class was called Defender, which is a much better name IMO.
If we leave the baggage of support characters being called leaders in 4e & call them defenders or describe them as support characters or anything that removes any hint of a connection with them removing player agency by forcing other PCs to do things then do you still have a problem?
That's marvelous. I love it.I play a lazy warlord in 4e right now I am a used Kank salesman in Darksun based on a character in British TV called Arthur Daley who was a wheeler/dealer that relied on his "Minder" Terry to do all of his fighting (the 80s show was called Minder & I remember it being great 30 years ago).
I grant other characters attacks a fair bit plus tell them to dodge trouble & heal them & let them move around a bit more than usual.
4e != 5e. I played a few warlords in 4e as well. My dwarf bravura was probably my favorite. Warlords serve(d) a great role in 4e. But that in no way means they are necessary in 5e.When granting them attacks I have never been accused for removing their free will rather they like to make more attacks to the extent that I spread them around a bit more than is strictly optimal (though this is 4e so we are pretty safe).
Subtle, insidious evils are the worst kinds of evils. Frog in a cooking pot. Et cetera, et cetera, and all that jazz. Just because you aren't overtly usurping control at all times, doesn't mean it doesn't happen in discreet moments or in certain situations. Also, you may not even be aware that some of your fellow players might feel pressure to acquiesce, because as your friends, they want your character to contribute meaningfully. Maybe they don't want to sound like jerks for stepping on what you consider enjoyable. And so they compartmentalize. I know this happens. I've experienced it.While I could play a leader as an imperious bossy boots* it would still not remove agency from the players...
And if they all decided to stop receiving your warlord gifts? How much fun would you have with that character if none of them ever accept your various leadership-y benefits (bonus attacks, movement, inspiration, healing)? Exactly. Maybe that's why they do it? So you don't lose your fun. Your choice to play a warlord tells the other players at the table what kind of fun you are seeking. For them to step on it can say as much about them as your choice says about you. People sometimes forget that that's part of the social contract as well. Sometimes people accept contracts with parts they don't necessarily like. Whether for the greater good, or because they get to participate at all. But it happens all the time. I know this happens. I've experienced it....there would still be the out of game social contract that they get to do what they want to do. I cannot compel either them or their characters in game to actually do anything they do not want to.
Awesome. There are great games/editions for that.Of course I like warlords![]()
What exactly stops warlords from fitting into 5e?4e != 5e. I played a few warlords in 4e as well. My dwarf bravura was probably my favorite. Warlords serve(d) a great role in 4e. But that in no way means they are necessary in 5e.
Tricksy. Because what that question really begs is for a 4e warlord in 5e. And when you ask it directly like that, you get a question that answers itself.What exactly stops warlords from fitting into 5e?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.