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Lets design a Warlord for 5th edition
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<blockquote data-quote="FrogReaver" data-source="post: 7378273" data-attributes="member: 6795602"><p>So I think right now may mark a good place in the conversation to summarize the basic ideas that have been given.</p><p></p><p>So far the Warlord healing ideas have been:</p><p>1. Grant it through a subclass</p><p>2. Grant it through a short or long rest ability on the primary class that every warlord gets</p><p>3. Grant it through a short or long rest choice the player opts into on the primary class</p><p>4. Don't grant it at all</p><p></p><p>I think options 1 and 3 are the most popular for warlord supporters. It should be noted that there is at least a vocal minority or possible even larger group that greatly dislikes inspirational healing. It also should be noted that a fighter subclass the Purple Dragon Knight already adds inspirational healing into the game. So while there is pushback on the concept, 5e has already embraced it. </p><p></p><p>That said, I think our best design effort will be to find a way to keep warlord inspirational healing as optional, either by subclass or by making it one of many options that players have the choice of choosing in the primary class. It offers those that hate it an olive branch and a way to allow the class itself while easily eliminating inspirational healing abilities from there game by banning the few options that grant it support.</p><p></p><p>Attack granting is similar but finds it's biggest challenge to be in game balance.</p><p>1. Grant it through limited use abilities. A potentially very strong option but at least can be reigned in to a power range that's within reason.</p><p>2. Grant it at will. Requires some way to eliminate abilities like sneak attack from applying to it.</p><p>3. Don't grant it at all. If it can't be balanced it shouldn't be granted at all.</p><p></p><p>I think this thread has revealed great techniques for helping to balance attack granting. Either at will attack granting or limited use ability attack granting.</p><p></p><p>Warlord power design - flexibility is key</p><p>I think we have decided that we need a flexible design that can house lots of different kinds of effects under 1 mechanical roof. Some options for that.</p><p>1. At Will - remove features like extra attack and most other power enhancing features from the base class and tie them into a pool of warlord abilities you can use. This helps increase the power of effects you can give to the at will abilities while still allowing very martial feeling warlords or very "lazy" feeling warlords. Healing is probably the biggest issue with this one, but a solution has been found, you give a pool of enhancement points you can use to make your at-will abilities stronger. Healing would be one of the things allowed by spending these enhancement points.</p><p>2. Short/Long rest - give them a pool of abilities to choose from, scale those abilities in usage and power as you level. Biggest con here is that design probably requires extra attack or cantrip like attack scaling to work properly. This eliminates some power from other warlord type effects and it makes it a bit harder to make a lazy lord.</p><p>3. Invocation Concept - give warlords a list of at-will, short rest and long rest abilities and have them choose. Biggest con here is that you lose out on the pool of resources that you can use for many different abilities and that scaling can be a bit hard as the only easy to add scaling feature is for more invocations. There may be some unexplored techniques for helping mitigate the cons</p><p></p><p>All Warlord Powers listed above feel like solid possibilities at this time.</p><p></p><p>A few additional points. Overhealing and tactical zones are very interesting mechanics. Most all these designs can add those concepts into some of the flexible chosen abilities.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7378273, member: 6795602"] So I think right now may mark a good place in the conversation to summarize the basic ideas that have been given. So far the Warlord healing ideas have been: 1. Grant it through a subclass 2. Grant it through a short or long rest ability on the primary class that every warlord gets 3. Grant it through a short or long rest choice the player opts into on the primary class 4. Don't grant it at all I think options 1 and 3 are the most popular for warlord supporters. It should be noted that there is at least a vocal minority or possible even larger group that greatly dislikes inspirational healing. It also should be noted that a fighter subclass the Purple Dragon Knight already adds inspirational healing into the game. So while there is pushback on the concept, 5e has already embraced it. That said, I think our best design effort will be to find a way to keep warlord inspirational healing as optional, either by subclass or by making it one of many options that players have the choice of choosing in the primary class. It offers those that hate it an olive branch and a way to allow the class itself while easily eliminating inspirational healing abilities from there game by banning the few options that grant it support. Attack granting is similar but finds it's biggest challenge to be in game balance. 1. Grant it through limited use abilities. A potentially very strong option but at least can be reigned in to a power range that's within reason. 2. Grant it at will. Requires some way to eliminate abilities like sneak attack from applying to it. 3. Don't grant it at all. If it can't be balanced it shouldn't be granted at all. I think this thread has revealed great techniques for helping to balance attack granting. Either at will attack granting or limited use ability attack granting. Warlord power design - flexibility is key I think we have decided that we need a flexible design that can house lots of different kinds of effects under 1 mechanical roof. Some options for that. 1. At Will - remove features like extra attack and most other power enhancing features from the base class and tie them into a pool of warlord abilities you can use. This helps increase the power of effects you can give to the at will abilities while still allowing very martial feeling warlords or very "lazy" feeling warlords. Healing is probably the biggest issue with this one, but a solution has been found, you give a pool of enhancement points you can use to make your at-will abilities stronger. Healing would be one of the things allowed by spending these enhancement points. 2. Short/Long rest - give them a pool of abilities to choose from, scale those abilities in usage and power as you level. Biggest con here is that design probably requires extra attack or cantrip like attack scaling to work properly. This eliminates some power from other warlord type effects and it makes it a bit harder to make a lazy lord. 3. Invocation Concept - give warlords a list of at-will, short rest and long rest abilities and have them choose. Biggest con here is that you lose out on the pool of resources that you can use for many different abilities and that scaling can be a bit hard as the only easy to add scaling feature is for more invocations. There may be some unexplored techniques for helping mitigate the cons All Warlord Powers listed above feel like solid possibilities at this time. A few additional points. Overhealing and tactical zones are very interesting mechanics. Most all these designs can add those concepts into some of the flexible chosen abilities. [/QUOTE]
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Lets design a Warlord for 5th edition
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