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Mike Mearls Happy Fun Hour: The Warlord
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<blockquote data-quote="smbakeresq" data-source="post: 7366694" data-attributes="member: 28301"><p>Warlord should in order</p><p></p><p>1. Support</p><p>2. Tactical things</p><p>3. Inspire</p><p>4. Fight</p><p>5. Grant THP</p><p></p><p>They should not heal unless it a healer feat type affect, otherwise that's another classes prime or second ability. In no way should a Warlord substitute for healing classes and healing should be done "up front" through THP and not actual healing. Granting of THP could use the hit dice mechanic in game for healing on a rest but with a rider like INT or CHR. For example to a barbarian you could grant THP using a d12 + con + your rider on some type of action. Or do the same with your warlords superiority dice mechanic if that's how it goes with the targets CON and your rider to make it more effective. Like Rally for BM but with a bigger rider since its more of a core ability.</p><p></p><p>Inspiration should be attack rolls or damage rolls, same with tactical things, and much more than a Bard. Bards in play use inspiration dice for saving throws bonuses or turn enemy hits into misses, sometimes for a PC attack roll when a big attack is coming. Otherwise Bards are about spells. </p><p></p><p>Support should/could be about AC bonuses but should mostly be around offensive things, like INT bonuses to hit or CHR bonuses to damage with limited uses along the lines of superiority dice or spell slots as to hit bonuses replicate Bless spells. Maybe a power like I described for Brash Assault, a personal favorite of mine. How about a power that grants advantage, for example the Warlord's allies gets to use the flanking rules in the DMG when he/she flanking with an ally; but only the ally gets the benefit. This could be expanded just to be if the ally and the warlord are in reach of the same target to make it more generally effective. This would encourage thoughtful positioning also, which is good for team play. </p><p></p><p>Whatever they are they should be limited to seeing or hearing (and understanding) the Warlord and should never apply to things like animated objects or animal intelligence summons. This would also give the Warlord a weakness, silence or fog cloud would be a problem, which is good for the DM.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7366694, member: 28301"] Warlord should in order 1. Support 2. Tactical things 3. Inspire 4. Fight 5. Grant THP They should not heal unless it a healer feat type affect, otherwise that's another classes prime or second ability. In no way should a Warlord substitute for healing classes and healing should be done "up front" through THP and not actual healing. Granting of THP could use the hit dice mechanic in game for healing on a rest but with a rider like INT or CHR. For example to a barbarian you could grant THP using a d12 + con + your rider on some type of action. Or do the same with your warlords superiority dice mechanic if that's how it goes with the targets CON and your rider to make it more effective. Like Rally for BM but with a bigger rider since its more of a core ability. Inspiration should be attack rolls or damage rolls, same with tactical things, and much more than a Bard. Bards in play use inspiration dice for saving throws bonuses or turn enemy hits into misses, sometimes for a PC attack roll when a big attack is coming. Otherwise Bards are about spells. Support should/could be about AC bonuses but should mostly be around offensive things, like INT bonuses to hit or CHR bonuses to damage with limited uses along the lines of superiority dice or spell slots as to hit bonuses replicate Bless spells. Maybe a power like I described for Brash Assault, a personal favorite of mine. How about a power that grants advantage, for example the Warlord's allies gets to use the flanking rules in the DMG when he/she flanking with an ally; but only the ally gets the benefit. This could be expanded just to be if the ally and the warlord are in reach of the same target to make it more generally effective. This would encourage thoughtful positioning also, which is good for team play. Whatever they are they should be limited to seeing or hearing (and understanding) the Warlord and should never apply to things like animated objects or animal intelligence summons. This would also give the Warlord a weakness, silence or fog cloud would be a problem, which is good for the DM. [/QUOTE]
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