Kinematics
Hero
YouTube link: https://www.youtube.com/watch?v=ywqZv5sejsYCan someone please provide the link for the 3rd episode.
YouTube link: https://www.youtube.com/watch?v=ywqZv5sejsYCan someone please provide the link for the 3rd episode.
He spent her time learning strategy and tactics, instead of practicing his sword swing.
The Warlord should be able to fight well. The issue amounts to (1) how well, and (2) with what sort of focus/emphasis. If we presume, as you do, that being able to fight well equates to the Fighter class, then we may also be within our perogative to ask "Why shouldn't the paladin, ranger, or barbarian fight well?" Most advocates for a warlord, IME, would probably rank the Warlord alongside the paladin, ranger, and barbarian in 5E in that they fight "good enough" that they receive a second attack (~5th level), but no additional attacks.Another question then.
Why shouldn't the Warlord be able to fight well?
Not an issue, really. In 5e, everyone can fight pretty well. You get HD to weather fights and weapons or cantrips (or both) for offense, and everyone gets the same proficiency bonus. In a basic competence sense, wizards fight as well as fighters. An S&B fighter and an abjurer wizard with the same DEX, playing darts at the pub, will be about evenly matched in terms of accuracy. In the practical sense of who wins duels when magic's not involved, the fighter, however, is "Best at Fighting."Why shouldn't the Warlord be able to fight well?
The difference is features that support the concept. The old-school fighter as 'Lord' is like a magician class that has all sorts of mystical trappings and flavor and automatically gains a respected 'court magician' position at 9th level - but doesn't actually know how to cast spells.I think there is a difference between what a warlord does and simply having an entourage of followers.
One of the problems with modeling characters from myth/legend, literature, and especially history, in D&D, is that D&D so tightly links competence to level, so if you were really world-class at something, you had to be high level, and thus had to be a beast in combat. If you were world-class at anything remotely martial & didn't use magic, you fell into fighter, for lack of anything else, and had no choice but to be a tank. Particularly good at strategy & tactics, or a natural leader & great public speaker, but without magic, shouldn't map to "Best in personal combat, before magic - or strategy or tactics - come into it..."Caesar, for example, strikes me less as a "figther" and more as a "warlord." I don't think he necessarily would have been a "high level fighter," but, rather, a moderately levelled warlord. But I also think that a lot of mytho-historical figures that I think of as warlord also come out of literature such as Romance of the Three Kingdoms.
Yes, there have been a lot of classes born /just/ of mechanical necessity/experimentation, like the 3.0 Sorcerer, 3.5 Warlock, Warblade, War Mage, (really anything starting with War it seems like), Ardent and PrCs like the Mystic Theurge among others, and like the 4e Avenger, Invoker, and Warden.The 3e Sorcerer says hello. The 3e Warlock also says hello.
he didn't note anything regarding needing to be a certain level to use any given ability. They might be like the Battlemaster's maneuvers, where you just keep picking up more options as you level. I think he wants to avoid making them spell slot-like, in that you get this ability at level 3, and this ability at level 5, and this at level 7, etc.
That was a problem with BM maneuvers, some of them started out a bit strong for level 3, and then as you leveled, you picked your 4th-string and later choices, so it ended up front-loaded. Aside from that BM CS dice are strongly analogous to spell slots, say, of a Warlock. As you level up, your slots get higher level or your CS dice bigger, and they do more, even when you use them to use a maneuver or cast a low-level spell you first learned at 3rd level.
Level gating, in general, in D&D is a major way of showing advancement within a class, and the way the BM lost sight of it didn't work out to well, IMHO.
I don't think gambits should get a half-level rating like spells, nor a level-you-picked-'em-at rating like 4e powers, rather it'd be pretty intuitive and reasonable to level-gate them by Tiers of play. So 'maneuvers' like the BM's half-dozen vaguely-warlordly maneuvers, could be Apprentice-Tier gambits, then you graduate to heroic battle-plans, then grand stratagems, and finally pass down a legacy of a new military doctrine, or something like that. ::shrug::
I've disagreed with you quite a bit in this thread, but your comments on frontloading and level gating are spot on, and are one of the reasons the alchemist artificer feels so bad. You don't want your unique features be I pick the second and third and 4th best choices of a given set you want to really feel like you are growing as a character.
That is why I used the warlock as a template
That was pretty much the route that I took, with my warlord maneuvers gated by class level and prerequisite maneuvers, similar to warlock invocations.
That's sounding suspiciously consensus-like.This unsurprisingly reminds me of Mearls's work back in Malhavoc Press's Arcana Evolved with the "Ritual Warrior" class he designed. The class had tiers of martial rites/maneuvers that operated in a similar fashion as spells. At high enough level, some of those rites became at-will. It even used Concentration checks to maintain some of its abilities.Remathilis said:This was my idea as well, three tiers of maneuvers (some lifted from BM, some new and some warlord exclusive) fueled by lots of superiority dice. More powerful maneuvers were level locked.
That's sounding suspiciously consensus-like.![]()
Lay down a suppressive fire with the blamethrowers and fall back by squads...Quick! Someone toss in a disagreenade!
That's sounding suspiciously consensus-like.![]()
That might be how you see the warlord. I've always seen them as just a different type of fighter, it was how I built them in 4e. In my case, fitting them in as a 5e fighter subclass fits perfectly. It's probably one of the main reasons people argue so much about it, no one can agree how it should look.The same reason he shouldn't be able to cast spells. He spent her time learning strategy and tactics, instead of practicing his sword swing.
Ideally (IMO), a fighter would be able to choose betweenfireball, mass healing word, and hastemulti-attacking, inspiring, and buffing. With some options to specialize in one or the other.
That might be how you see the warlord. I've always seen them as just a different type of fighter, it was how I built them in 4e. In my case, fitting them in as a 5e fighter subclass fits perfectly. It's probably one of the main reasons people argue so much about it, no one can agree how it should look.

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