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*Dungeons & Dragons
Lets design a Warlord for 5th edition
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<blockquote data-quote="Jester David" data-source="post: 7382409" data-attributes="member: 37579"><p>Popping back in for important reminders: </p><p></p><p>One thing to remember is that just because you can grant the rogue a free attack at-will <em>does not</em>mean the rogue can Sneak Attack at-will. They still need to fulfil the requirements of Sneak Attack. </p><p>In white room theorycrafting, of course the rogue is always going to be by an ally and the warlord is always going to be by the rogue, but in actual play the battlefield will be chaotic and people will move or be moved or blocked by terrain or run out of movement. </p><p>This is where playtesting would come in. How often in actual play does granting the rogue an extra attack on the warlord's turn result in a second Sneak Attack. And what is the actual increase to the party's damage like?</p><p></p><p>There's also lots of ways you could balance a free At-Will attack. It could use the other character's reaction (my preference). It could be made with disadvantage. It could deal minimum damage. </p><p></p><p></p><p>Plus, in the podcast, Mearls discusses at length how they purposely do NOT design with the best case combination in mind. Using this as an example. They design for the build two or three steps below, and balance with that in mind. That way, people don't NEED to optimise to have assumed baseline effectiveness <em>and</em> people who do want to optimise can find that cool combo.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7382409, member: 37579"] Popping back in for important reminders: One thing to remember is that just because you can grant the rogue a free attack at-will [I]does not[/I]mean the rogue can Sneak Attack at-will. They still need to fulfil the requirements of Sneak Attack. In white room theorycrafting, of course the rogue is always going to be by an ally and the warlord is always going to be by the rogue, but in actual play the battlefield will be chaotic and people will move or be moved or blocked by terrain or run out of movement. This is where playtesting would come in. How often in actual play does granting the rogue an extra attack on the warlord's turn result in a second Sneak Attack. And what is the actual increase to the party's damage like? There's also lots of ways you could balance a free At-Will attack. It could use the other character's reaction (my preference). It could be made with disadvantage. It could deal minimum damage. Plus, in the podcast, Mearls discusses at length how they purposely do NOT design with the best case combination in mind. Using this as an example. They design for the build two or three steps below, and balance with that in mind. That way, people don't NEED to optimise to have assumed baseline effectiveness [I]and[/I] people who do want to optimise can find that cool combo. [/QUOTE]
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Lets design a Warlord for 5th edition
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