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Mike Mearls Happy Fun Hour: The Warlord
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<blockquote data-quote="Kinematics" data-source="post: 7368453" data-attributes="member: 6932123"><p>General review---</p><p></p><p>As a carry-over from the Acrobat video, we need to keep in mind action economy conflicts. Avoid bonus action abilities, as those conflict with two-weapon fighting. Reactions are generally OK. Most features will probably fit in the main attack action, though, and most likely in conjunction with an attack, rather than a replacement for it. This isn't taking away the Warlord's ability to contribute to the combat. By the same token, this isn't the lazylord, nor is it trying to cater to those that want that.</p><p></p><p>Mike did not make anything concentration-based, despite the earlier brainstorming. It's entirely possible to make the Tactical Focus area have a concentration requirement, and then just allow the Warlord to change the area it covers each turn. Several concentration effect spells (eg: Alter Self) allow you to modify them as a bonus action each turn, but since we don't want to be in constant conflict with the bonus action, it's likely just going to be "something you can do". Maybe use that free object interaction action slot for it, if they feel they absolutely <em>have</em> to assign it to an action slot.</p><p></p><p>On the other hand, since he's clearly allowing the Warlord to get fully invested in combat (not having to sacrifice actions for the subclass's benefits), concentration may itself be too much of a penalty, since presumably the Warlord will be taking hits as well. So dropping concentration entirely may be fine.</p><p></p><p>* This contrasts to my original idea of specifying a "key battlefield area" in that mine was more leaning towards a larger size, but would be unable to move. And since it was concentration-based, and exchanged the Warlord's own resources to give advantage to other party members, it encouraged the Warlord to avoid combat.</p><p></p><p>Being able to move the area freely each turn allows you to react to changes in the battlefield, and not need to be a "master strategist" to figure out how to define where the major conflict would arise. It also allows for more minor effects (the cantrip-level effects) that allow you to shift and shape the battle on the fly, and feel like you're actively contributing.</p><p></p><p>Mike's design has more <em>options</em> in its setup. Rather than the cruder ideas of sacrificing an action or reaction in order to grant another player the ability to move or attack or whatever, he creates an area where any ally can gain those benefits <em>if they choose to use them</em>. That removes some of the problem with "The Warlord tells you what to do!" It's giving other players <em>opportunities</em> rather than <em>commands</em>.</p><p></p><p>By tying the benefits to the Tactical Focus area, while also limiting its size, you can make things happen in the area of the battle that actually <em>needs</em> that focus. You can let the Wizard slip out of that ambush without taking opportunity attacks, or set up an ambush of your own when an enemy enters your TF area. Maybe swap positions so that when the enemy thought they had the Wizard trapped, the Paladin suddenly takes his place.</p><p></p><p></p><p>Anyway, the cantrip-level abilities are things that will be running all the time. The spell-level abilities are major effects, able to affect things that could potentially swing the battle. They're only once per battle, but realistically you should only really need one in any given battle, given the average battle length. Yelling a warning to let people dodge out of the way of a big AOE is <em>always</em> going to be useful (*grumble*Fireball*grumble*Cone of Cold*grumble). Preventing a few dozen HP of damage for a bunch of the party members is easily better than having to worry about healing that much damage. Getting everyone focused on the big target in your TF area may let you beat the big bad before it can do the next nasty trick it had up its sleeve. 'Charming' someone in the middle of battle can disrupt the enemy's battle plan. And so forth.</p><p></p><p>As laid out in the notes, these things would likely be reaction-based. Use them when the right opportunity shows up. Take out the enemy archers. Dodge the Fireball. Beat down the demon. They are about recognizing what's most useful for the party, at the time the party most needs it. And that absolutely fits the <em>feel</em> of what the character class represents. You aren't just moving dice and numbers around, you're <em>playing</em> the Warlord.</p><p></p><p></p><p>The Tactical Smarts aspect is relatively minor. Being a 'smart' fighter, it adds Int mod as a bonus to damage, representing recognizing weaknesses in the opponent's defense, or maybe recognizing the opponent's fighting style, and knowing how to counter it, etc. Mostly it just rewards the fighter for not dumping Int, because he's <em>supposed</em> to be smart.</p><p></p><p>The Inspiring/Insightful Heal/Damage thing will need more mechanics behind it to really evaluate. This is the bit that's most strongly tied to the available dice pool. Maybe give a few temp hit points before the fight starts, or urge the paladin to keep fighting when he's just about to fall over. On the other side, it might grant damage boosts, though I'm rather unsure in how that might be applied that isn't in conflict with the other ways of boosting damage that the Cunning Plan offers.</p><p></p><p>~~~</p><p></p><p>Overall, I'm already very much liking the design. It provides an easy hook to readily expand its minor cantrip-level abilities, and even spell-level abilities, and it maintains the essence of "flavor before mechanics" design. Even in this incomplete state, I'm very much interested in playing it.</p><p></p><p> [MENTION=996]Tony Vargas[/MENTION] provided this list of 4E Warlord builds earlier in the thread:</p><p></p><p></p><p>Interestingly, Mike's proposal touches on a lot of what these builds supposedly bring to the table.</p><p></p><ul> <li data-xf-list-type="ul">Tactical - Tactical gambits. Coordination of team members.</li> <li data-xf-list-type="ul">Inspiring - Boost HP, temp HP.</li> <li data-xf-list-type="ul">Resourceful - Reacting to opportunities.</li> <li data-xf-list-type="ul">Bravura - Lead from the front. Don't sacrifice combat ability to grant the Warlord buffs.</li> <li data-xf-list-type="ul">Skirmishing - Emphasize mobility. Tricks involving the the TF area.</li> <li data-xf-list-type="ul">Insightful - Stay alert to enemy plans, and be able to react to them.</li> <li data-xf-list-type="ul">Archery - Not relevant in 5E.</li> <li data-xf-list-type="ul">'Lazy' - Not supported.</li> </ul><p></p><p>As simple as Mike's Warlord is, it already incorporates a huge chunk of what the former Warlord class was able to do, thematically. (At least as described by Tony.)</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7368453, member: 6932123"] General review--- As a carry-over from the Acrobat video, we need to keep in mind action economy conflicts. Avoid bonus action abilities, as those conflict with two-weapon fighting. Reactions are generally OK. Most features will probably fit in the main attack action, though, and most likely in conjunction with an attack, rather than a replacement for it. This isn't taking away the Warlord's ability to contribute to the combat. By the same token, this isn't the lazylord, nor is it trying to cater to those that want that. Mike did not make anything concentration-based, despite the earlier brainstorming. It's entirely possible to make the Tactical Focus area have a concentration requirement, and then just allow the Warlord to change the area it covers each turn. Several concentration effect spells (eg: Alter Self) allow you to modify them as a bonus action each turn, but since we don't want to be in constant conflict with the bonus action, it's likely just going to be "something you can do". Maybe use that free object interaction action slot for it, if they feel they absolutely [i]have[/i] to assign it to an action slot. On the other hand, since he's clearly allowing the Warlord to get fully invested in combat (not having to sacrifice actions for the subclass's benefits), concentration may itself be too much of a penalty, since presumably the Warlord will be taking hits as well. So dropping concentration entirely may be fine. * This contrasts to my original idea of specifying a "key battlefield area" in that mine was more leaning towards a larger size, but would be unable to move. And since it was concentration-based, and exchanged the Warlord's own resources to give advantage to other party members, it encouraged the Warlord to avoid combat. Being able to move the area freely each turn allows you to react to changes in the battlefield, and not need to be a "master strategist" to figure out how to define where the major conflict would arise. It also allows for more minor effects (the cantrip-level effects) that allow you to shift and shape the battle on the fly, and feel like you're actively contributing. Mike's design has more [i]options[/i] in its setup. Rather than the cruder ideas of sacrificing an action or reaction in order to grant another player the ability to move or attack or whatever, he creates an area where any ally can gain those benefits [i]if they choose to use them[/i]. That removes some of the problem with "The Warlord tells you what to do!" It's giving other players [i]opportunities[/i] rather than [i]commands[/i]. By tying the benefits to the Tactical Focus area, while also limiting its size, you can make things happen in the area of the battle that actually [i]needs[/i] that focus. You can let the Wizard slip out of that ambush without taking opportunity attacks, or set up an ambush of your own when an enemy enters your TF area. Maybe swap positions so that when the enemy thought they had the Wizard trapped, the Paladin suddenly takes his place. Anyway, the cantrip-level abilities are things that will be running all the time. The spell-level abilities are major effects, able to affect things that could potentially swing the battle. They're only once per battle, but realistically you should only really need one in any given battle, given the average battle length. Yelling a warning to let people dodge out of the way of a big AOE is [i]always[/i] going to be useful (*grumble*Fireball*grumble*Cone of Cold*grumble). Preventing a few dozen HP of damage for a bunch of the party members is easily better than having to worry about healing that much damage. Getting everyone focused on the big target in your TF area may let you beat the big bad before it can do the next nasty trick it had up its sleeve. 'Charming' someone in the middle of battle can disrupt the enemy's battle plan. And so forth. As laid out in the notes, these things would likely be reaction-based. Use them when the right opportunity shows up. Take out the enemy archers. Dodge the Fireball. Beat down the demon. They are about recognizing what's most useful for the party, at the time the party most needs it. And that absolutely fits the [i]feel[/i] of what the character class represents. You aren't just moving dice and numbers around, you're [i]playing[/i] the Warlord. The Tactical Smarts aspect is relatively minor. Being a 'smart' fighter, it adds Int mod as a bonus to damage, representing recognizing weaknesses in the opponent's defense, or maybe recognizing the opponent's fighting style, and knowing how to counter it, etc. Mostly it just rewards the fighter for not dumping Int, because he's [i]supposed[/i] to be smart. The Inspiring/Insightful Heal/Damage thing will need more mechanics behind it to really evaluate. This is the bit that's most strongly tied to the available dice pool. Maybe give a few temp hit points before the fight starts, or urge the paladin to keep fighting when he's just about to fall over. On the other side, it might grant damage boosts, though I'm rather unsure in how that might be applied that isn't in conflict with the other ways of boosting damage that the Cunning Plan offers. ~~~ Overall, I'm already very much liking the design. It provides an easy hook to readily expand its minor cantrip-level abilities, and even spell-level abilities, and it maintains the essence of "flavor before mechanics" design. Even in this incomplete state, I'm very much interested in playing it. [MENTION=996]Tony Vargas[/MENTION] provided this list of 4E Warlord builds earlier in the thread: Interestingly, Mike's proposal touches on a lot of what these builds supposedly bring to the table. [list] [*]Tactical - Tactical gambits. Coordination of team members. [*]Inspiring - Boost HP, temp HP. [*]Resourceful - Reacting to opportunities. [*]Bravura - Lead from the front. Don't sacrifice combat ability to grant the Warlord buffs. [*]Skirmishing - Emphasize mobility. Tricks involving the the TF area. [*]Insightful - Stay alert to enemy plans, and be able to react to them. [*]Archery - Not relevant in 5E. [*]'Lazy' - Not supported. [/list] As simple as Mike's Warlord is, it already incorporates a huge chunk of what the former Warlord class was able to do, thematically. (At least as described by Tony.) [/QUOTE]
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