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Mike Mearls Happy Fun Hour: The Warlord
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<blockquote data-quote="Tony Vargas" data-source="post: 7373933" data-attributes="member: 996"><p>Exactly. Warlords need to be flexible with their Gambits, because inflexible tactical genius, well, isn't.</p><p></p><p> Yes, but we're focusing on ideas, not mechanics. Mechanically it was just split-the-difference between INT & CHA importance, but some of the powers it was good at, and it's commanding presence at least seemed to support the implication of the name: a Warlord who was 'ready for anything,' an opportunist & contingency-planner. </p><p>Spinning that out just a little further gets you the logistical warlord focused on material preparation, as well, and the medic with his healing kits plops neatly into that much broader concept.</p><p></p><p> The idea is the more danger you run through to help your ally, the more inspired he is. But that was just one example of a 4e 'rescuer' exploit, there were more than a few. Then again, the idea of the Warlord who comes to ally's rescue literally might, like the Bravura, be another faux-MC sub-class, either yet another fighter/faux-warlord, a Warlord sub-class that cribs from fighter. Or, it could just be a Warlord archetype that shades towards defender the way Oath of the Crown or Path of Ancestors tend to do.</p><p></p><p> Well, if gambits are generally available and sub-class just makes you better at some, that'd be how the tactician uses 'know your enemy' gambits, by prior knowledge, while the Insightful one susses out the strengths, weaknesses, values, etc of his enemies right in the moment, by direct first-hand observation. </p><p>Oh, it's a sub-class that could have some sort of perk for 'surveying the field,' that is for spending actions in early rounds to get benefits for his allies, later, like the Commander in 13A.</p><p></p><p> That's how I'd see it, yes. It fits with the rest of 5e design, and it allows an Artillerist/Archer warlord to use the same gambits, just specialize in and be a tad better at the ranged uses.</p><p></p><p> All gambits should be available to all Warlords, but the Marshal could be less prone to having his 'recruit troops' gambits blocked by mere lack of plausible availability. Maybe he has regulars, while other warlords have to recruit from locals. Maybe when he really needs 'em the Cavalry come over the hill in a cloud of dissociative mechanics. </p><p>IDK, it's a thought. And it calls back to the fighter-as-lord with followers. Albeit, at whatever level the Warlord gets his sub-class, rather than 'name' level.</p><p></p><p> Inspiring is more likely to inspire by doing, the whole lead from the front thing. </p><p>One name I considered, since 'lazy'/'mascot'/side-kick are silly, and 'princess' presumably old-fashioned-sexist, was "Icon." Lazy's just the one everyone knows.</p><p></p><p>I'm still on the fence about it. If the implementation really adds something in return for the added complexity to track, maybe. It should be made clear how it'd work in TotM, though.</p><p></p><p></p><p>Oh, and one more:</p><p></p><p>Combat Veteran (again, cribbed from a Paragon Path, but this time spun in a new direction): A grit-and-gristle old soldier who hasn't faded away just yet, the Combat Veteran has seen it all - the grand strategies, the cunning plans, the unstoppable secret weapons, the divine assurance of victory, the flashy battlefield spells, the invincible overlords, the fated deliverers and the omnipotent artifacts - and y'know what, it's all crap. In the end, the guy left standing with nothing sharp in is vital organs has won.</p><p>The combat veteran eschews fancier gambits and those that edge into counting on improbable coincidence and enemy stupidity, and instead keeps his allies going with pragmatic tricks and his enemies on the ropes with a solid does of reality, delivered right between the uprights. He excels at granting allies saves and defensive buffs against magic, whacky monsters, gonzo combat tricks, and all the wilder stuff of fantasy - and very solidly real offensive buffs vs those who depend upon such things.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7373933, member: 996"] Exactly. Warlords need to be flexible with their Gambits, because inflexible tactical genius, well, isn't. Yes, but we're focusing on ideas, not mechanics. Mechanically it was just split-the-difference between INT & CHA importance, but some of the powers it was good at, and it's commanding presence at least seemed to support the implication of the name: a Warlord who was 'ready for anything,' an opportunist & contingency-planner. Spinning that out just a little further gets you the logistical warlord focused on material preparation, as well, and the medic with his healing kits plops neatly into that much broader concept. The idea is the more danger you run through to help your ally, the more inspired he is. But that was just one example of a 4e 'rescuer' exploit, there were more than a few. Then again, the idea of the Warlord who comes to ally's rescue literally might, like the Bravura, be another faux-MC sub-class, either yet another fighter/faux-warlord, a Warlord sub-class that cribs from fighter. Or, it could just be a Warlord archetype that shades towards defender the way Oath of the Crown or Path of Ancestors tend to do. Well, if gambits are generally available and sub-class just makes you better at some, that'd be how the tactician uses 'know your enemy' gambits, by prior knowledge, while the Insightful one susses out the strengths, weaknesses, values, etc of his enemies right in the moment, by direct first-hand observation. Oh, it's a sub-class that could have some sort of perk for 'surveying the field,' that is for spending actions in early rounds to get benefits for his allies, later, like the Commander in 13A. That's how I'd see it, yes. It fits with the rest of 5e design, and it allows an Artillerist/Archer warlord to use the same gambits, just specialize in and be a tad better at the ranged uses. All gambits should be available to all Warlords, but the Marshal could be less prone to having his 'recruit troops' gambits blocked by mere lack of plausible availability. Maybe he has regulars, while other warlords have to recruit from locals. Maybe when he really needs 'em the Cavalry come over the hill in a cloud of dissociative mechanics. IDK, it's a thought. And it calls back to the fighter-as-lord with followers. Albeit, at whatever level the Warlord gets his sub-class, rather than 'name' level. Inspiring is more likely to inspire by doing, the whole lead from the front thing. One name I considered, since 'lazy'/'mascot'/side-kick are silly, and 'princess' presumably old-fashioned-sexist, was "Icon." Lazy's just the one everyone knows. I'm still on the fence about it. If the implementation really adds something in return for the added complexity to track, maybe. It should be made clear how it'd work in TotM, though. Oh, and one more: Combat Veteran (again, cribbed from a Paragon Path, but this time spun in a new direction): A grit-and-gristle old soldier who hasn't faded away just yet, the Combat Veteran has seen it all - the grand strategies, the cunning plans, the unstoppable secret weapons, the divine assurance of victory, the flashy battlefield spells, the invincible overlords, the fated deliverers and the omnipotent artifacts - and y'know what, it's all crap. In the end, the guy left standing with nothing sharp in is vital organs has won. The combat veteran eschews fancier gambits and those that edge into counting on improbable coincidence and enemy stupidity, and instead keeps his allies going with pragmatic tricks and his enemies on the ropes with a solid does of reality, delivered right between the uprights. He excels at granting allies saves and defensive buffs against magic, whacky monsters, gonzo combat tricks, and all the wilder stuff of fantasy - and very solidly real offensive buffs vs those who depend upon such things. [/QUOTE]
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