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Lets design a Warlord for 5th edition
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<blockquote data-quote="FrogReaver" data-source="post: 7376871" data-attributes="member: 6795602"><p>Warlord ability concepts.</p><p></p><p>Battle Plans</p><p>Mearl's Tactical Focus</p><p>Rallies</p><p>Aid</p><p>Gambits</p><p>BattleCrys</p><p>techniques</p><p>manuevers</p><p></p><p>All of these things are fine concepts for Warlord abilities to be designed around.</p><p></p><p>I think we all have some major differences of opinion on whether the heart and soul of the warlord should be</p><p>-at will abilities</p><p>-short rest abilities</p><p>-long rest abilities</p><p>-per encounter abilities</p><p>-hybrid</p><p></p><p>A lot of flavor is derived here. Are warlord abilities something that just happen occasionly during a fight. Are they smaller things you keep doing the whole fight? Do you have some of each even if it greatly constrains your design space on either.</p><p></p><p>Ideally a Warlord class would support these things and maybe a few others I haven't thought of</p><p>1. Granting attacks to allies</p><p>2. Granting allies buffs</p><p>3. Healing</p><p>4. Can either not attack yourself at all or attack a lot yourself (flexibility in how much you are attacking)</p><p></p><p>Personally I like at will Warlord abilities. If you remove most damage enhancing features from the base class, these at will style abilities start to become very flexible. Some can have extra attacks built in. Some can leave off extra attacks for a bigger status effect etc. Healing is a bit tricky with a primarily at will solution but there are options to make it work.</p><p></p><p>I think the key to making any warlord work is to tie extra attacks and almost all base class combat enhancing features into whatever warlord ability mechanic is being used. This technique probably can work pretty well with short rest and long rest style abilities as well. Healing is still probably the trickiest ability to get right here as well. Caster classes generally get closer to 3-5 spells worth of feature at level 1 not all of which can be used for healing. Bards get bardic inspiration. Clerics get features that add a bit of extra damage that are also on a daily resource limit. Most are pretty similar to level 1 spell effects (like the tempest ability to deal damage when hit is almost the same as hellish rebuke). </p><p></p><p>So yea, in order to come close to a level 1 cleric a warlord cannot rely solely on flexible short/long rest powers that can be used for healing, if he does he will either heal too much or not do enough else.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7376871, member: 6795602"] Warlord ability concepts. Battle Plans Mearl's Tactical Focus Rallies Aid Gambits BattleCrys techniques manuevers All of these things are fine concepts for Warlord abilities to be designed around. I think we all have some major differences of opinion on whether the heart and soul of the warlord should be -at will abilities -short rest abilities -long rest abilities -per encounter abilities -hybrid A lot of flavor is derived here. Are warlord abilities something that just happen occasionly during a fight. Are they smaller things you keep doing the whole fight? Do you have some of each even if it greatly constrains your design space on either. Ideally a Warlord class would support these things and maybe a few others I haven't thought of 1. Granting attacks to allies 2. Granting allies buffs 3. Healing 4. Can either not attack yourself at all or attack a lot yourself (flexibility in how much you are attacking) Personally I like at will Warlord abilities. If you remove most damage enhancing features from the base class, these at will style abilities start to become very flexible. Some can have extra attacks built in. Some can leave off extra attacks for a bigger status effect etc. Healing is a bit tricky with a primarily at will solution but there are options to make it work. I think the key to making any warlord work is to tie extra attacks and almost all base class combat enhancing features into whatever warlord ability mechanic is being used. This technique probably can work pretty well with short rest and long rest style abilities as well. Healing is still probably the trickiest ability to get right here as well. Caster classes generally get closer to 3-5 spells worth of feature at level 1 not all of which can be used for healing. Bards get bardic inspiration. Clerics get features that add a bit of extra damage that are also on a daily resource limit. Most are pretty similar to level 1 spell effects (like the tempest ability to deal damage when hit is almost the same as hellish rebuke). So yea, in order to come close to a level 1 cleric a warlord cannot rely solely on flexible short/long rest powers that can be used for healing, if he does he will either heal too much or not do enough else. [/QUOTE]
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