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Mike Mearls Happy Fun Hour: The Warlord
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<blockquote data-quote="Kinematics" data-source="post: 7374912" data-attributes="member: 6932123"><p>So, today's stream didn't advance much past the previous idea list, but it helped better refine the scope of how things would be built.</p><p></p><p>Mike is mostly looking at these as the cantrip-level abilities, always on, and likely being concentration effects. At the same time, he wants to look at how much can be put into the "box" at various levels, by comparing to what effects can be gained from various Wizard spells.</p><p></p><p>1st level looked at Fog Cloud and Grease. Grease indicates that being able to knock an opponent prone is acceptable at 1st level, and got wrapped into the Dire Wolf Tactics ability. He also noted that it should work on any attack, including magic attacks from the Wizard or Warlock or whatever, and that (as reminded by a comment in chat) it should work on flyers (who would crash to the ground if knocked prone).</p><p></p><p>Fog Cloud was a little problematic because it inconveniences both sides, and he wanted to avoid that. He went with granting an AC bonus to everyone in the area of focus. He decided against disadvantage, both because of its power, and because of conflicts with existing abilities that are similar, such as the Fighter's Protection fighting style. On the other hand, it's similar to Shield of Faith, which gives +2 AC to one person, so giving +1 AC to everyone in the area of focus was ballparked as comparable.</p><p></p><p>He brought back in the idea from last week, of swapping positions. He started it with a cost of 10' of movement, but changed it to half movement. Noted that they'd have to think over how it worked as the area got larger, and it became a bit like teleportation.</p><p></p><p>There was the ability from last week, of allies not provoking opportunity attacks while in the area of focus.</p><p></p><p>He added a new idea of being able to move an ally into the area of focus using either an action or a reaction. Limits weren't specified, but would probably be something like they can move up to their normal move speed in order to reach the area of focus. I could see this being useful if you needed to gather everyone up just as something was about to happen, but one person was too far away to get the benefit of whatever AOF ability was being used. Or maybe force someone to move to the cleric, or get someone next to the enemy that the thief is trying to sneak attack, etc.</p><p></p><p>There was a comment in chat that led to the side note of providing attack buffs on the Warlord's attack. The example was something like a blind-side attack on an enemy to prevent the enemy from being able to make opportunity attacks. This option was a bit vague in how it would interact with everything.</p><p></p><p>And the Help Boost was something that was intended to be useful out of combat, as well as in combat. It's probably more useful when time is of the essence, but you could see it with something like everyone needing to climb a cliff face, and the Warlord being able to do a Help that gives advantage to the entire group at once, rather than trying to get people up one at a time.</p><p></p><p></p><p>He considered Cloud of Daggers and Flaming Sphere, mostly to comment on damage vs area. However the damage component for Warlord's abilities is tied to the dice pool, and shouldn't be something that's getting added to the Warlord's tactical abilities. </p><p></p><p>Fire Wall was also brought up, as it indicates that by that level (7th), the Warlord should be able to cover at least around a dozen squares (60 feet long), though the spells also work as 20 foot cubes, and thus maybe 16 squares, depending on how he decides on shaping.</p><p></p><p>At the low end, that would be going from 4 squares to 12 squares between levels 3 and 7, so +2 squares per level? Or he might start with a higher size, since the Warlord subclass comes in at level 3, and the smallest spell effects would be from level 1. If I were to speculate, I'd go with level+5 squares, starting with 8 at level 3, or level+3 squares, getting 6 at level 3, and 10 at level 7. The exact form doesn't matter too much, just the indication that it should scale with level at a decent rate.</p><p></p><p></p><p>The capstone (written as level 20, because he couldn't remember what level the subclasses capped out at) was being able to grant everyone in the area of focus a full action. This didn't take away the Warlord's ability to also act in that same turn. It would be one of those once-per-day nova abilities. Note that this was just off-the-cuff as a response to a comment in the chat.</p><p></p><p></p><p>~~~</p><p></p><p>As I said, it didn't get a lot beyond what was provided in the framework from last week, though honestly that was mostly because of the time limit of the stream. It did reinforce that the dice pool for healing/damage would be its own thing, and wouldn't be used to fuel these extra abilities. At the same time, these extra abilities wouldn't be granting direct damage either.</p><p></p><p>While he looked at what options opened up as level increased, 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.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7374912, member: 6932123"] So, today's stream didn't advance much past the previous idea list, but it helped better refine the scope of how things would be built. Mike is mostly looking at these as the cantrip-level abilities, always on, and likely being concentration effects. At the same time, he wants to look at how much can be put into the "box" at various levels, by comparing to what effects can be gained from various Wizard spells. 1st level looked at Fog Cloud and Grease. Grease indicates that being able to knock an opponent prone is acceptable at 1st level, and got wrapped into the Dire Wolf Tactics ability. He also noted that it should work on any attack, including magic attacks from the Wizard or Warlock or whatever, and that (as reminded by a comment in chat) it should work on flyers (who would crash to the ground if knocked prone). Fog Cloud was a little problematic because it inconveniences both sides, and he wanted to avoid that. He went with granting an AC bonus to everyone in the area of focus. He decided against disadvantage, both because of its power, and because of conflicts with existing abilities that are similar, such as the Fighter's Protection fighting style. On the other hand, it's similar to Shield of Faith, which gives +2 AC to one person, so giving +1 AC to everyone in the area of focus was ballparked as comparable. He brought back in the idea from last week, of swapping positions. He started it with a cost of 10' of movement, but changed it to half movement. Noted that they'd have to think over how it worked as the area got larger, and it became a bit like teleportation. There was the ability from last week, of allies not provoking opportunity attacks while in the area of focus. He added a new idea of being able to move an ally into the area of focus using either an action or a reaction. Limits weren't specified, but would probably be something like they can move up to their normal move speed in order to reach the area of focus. I could see this being useful if you needed to gather everyone up just as something was about to happen, but one person was too far away to get the benefit of whatever AOF ability was being used. Or maybe force someone to move to the cleric, or get someone next to the enemy that the thief is trying to sneak attack, etc. There was a comment in chat that led to the side note of providing attack buffs on the Warlord's attack. The example was something like a blind-side attack on an enemy to prevent the enemy from being able to make opportunity attacks. This option was a bit vague in how it would interact with everything. And the Help Boost was something that was intended to be useful out of combat, as well as in combat. It's probably more useful when time is of the essence, but you could see it with something like everyone needing to climb a cliff face, and the Warlord being able to do a Help that gives advantage to the entire group at once, rather than trying to get people up one at a time. He considered Cloud of Daggers and Flaming Sphere, mostly to comment on damage vs area. However the damage component for Warlord's abilities is tied to the dice pool, and shouldn't be something that's getting added to the Warlord's tactical abilities. Fire Wall was also brought up, as it indicates that by that level (7th), the Warlord should be able to cover at least around a dozen squares (60 feet long), though the spells also work as 20 foot cubes, and thus maybe 16 squares, depending on how he decides on shaping. At the low end, that would be going from 4 squares to 12 squares between levels 3 and 7, so +2 squares per level? Or he might start with a higher size, since the Warlord subclass comes in at level 3, and the smallest spell effects would be from level 1. If I were to speculate, I'd go with level+5 squares, starting with 8 at level 3, or level+3 squares, getting 6 at level 3, and 10 at level 7. The exact form doesn't matter too much, just the indication that it should scale with level at a decent rate. The capstone (written as level 20, because he couldn't remember what level the subclasses capped out at) was being able to grant everyone in the area of focus a full action. This didn't take away the Warlord's ability to also act in that same turn. It would be one of those once-per-day nova abilities. Note that this was just off-the-cuff as a response to a comment in the chat. ~~~ As I said, it didn't get a lot beyond what was provided in the framework from last week, though honestly that was mostly because of the time limit of the stream. It did reinforce that the dice pool for healing/damage would be its own thing, and wouldn't be used to fuel these extra abilities. At the same time, these extra abilities wouldn't be granting direct damage either. While he looked at what options opened up as level increased, 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. [/QUOTE]
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