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Need new eyes on my homebrewed Warlord (v4)
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<blockquote data-quote="Stalker0" data-source="post: 8287021" data-attributes="member: 5889"><p>So I read through the main class (haven't look at the subclasses yet). Here is my overall.</p><p></p><p><strong>General</strong>: I like the feeling of this class, and I am generally pretty anti-warlord. There is some good stuff here, and I think the mechanics are well designed (the insight pool is a cool concept, the shouts work well, etc). Most of my feedback is tweaks, I don't think we need fundamentally changes here.</p><p></p><p><strong>Skills</strong>: I guess it depends on what flavor you go for, but it seems a weird that the "battlefield general" would have nature or herbalism. Minor thing though.</p><p></p><p><strong>Battlefield Insight</strong>: My only note here is the range. You use 30 feet in a lot of places, which I think is a good and fine range. So why 15 feet here? I think its forces your allies too tightly to you, and it just adds extra confusion (oh wait that ability was that 15 or 30 ft....um, let me look it up). I would just make 30 feet your core range for basically everything....its smoother, and its cooler.</p><p></p><p>I throw this out there, is there a strong reason it needs to be the <em>attack action </em>to refresh insight? As warlords seem like helper characters, I can see them often foregoing attacks to perform help actions and other less directly combative stuff. I don't see any balance reason off hand this couldn't be used with any action, I don't think it breaks anything.</p><p></p><p><strong>Shouts:</strong> I would shift the prone power from Rise UP to MOVE. Technically getting up from prone is a form of movement, so a person should be able to do that using your MOVE shout. So I would add it there just to reinforce that you can, and remove it from Rise Up. I am a little loathe that you have shouts for three ability scores here. I see why....but that is just not something classes generally do. Classes generally have your main stat, and your secondary. Intelligence and Charisma both have long standing history with Warlords (and both make sense for the class), so I respect the inclusion of both. Wisdom feels like overkill and dilutes the class too much. I would consider maybe a subclass for the wisdom focused warlord, but remove this from your core.</p><p></p><p>I want to note how I like that Rise Up is similar but distinctive from the paladin save aura (I see far too often warlord classes just become paladin wannabes). Its not as protective as the paladin aura, but with the added flexibility that you can move to a target and give them the boost, compared with a paladin where you must be in the very tight aura to get the bonus. that's a solid differentiator. </p><p></p><p><strong>Expose Weakness</strong>: The saves on these are going to be a bit weak, but considering they are bonus actions and they only consume resources that regenerate fairly often I don't think that's a bad thing. My only note is on Wrong Angle. The text is weird, it suggest I roll a d6 but at minimum it should be 2d6 right? I would do a little editing there for clarity.</p><p></p><p><strong>Warlord Presence:</strong> This is WAY too much at 2nd level.... you already have a solid class before you introduce this, but this takes it over the top. I would move these ability to 6th, right now 6th has no meat in your class (it has only a ribbon right now), so I think this is a good place to put it. Even at 6th, I am a bit worried for some of these abilities. 8-9 temp Hp every round, ~+6 to AC, ~3 to all damage....those are some strong numbers. You may want to implement an insight cost for those boosts.</p><p></p><p>Oh lastly, you need to define how long the temporary hitpoints last.</p><p></p><p><strong>Extra Attack</strong>: Move the note about the Insight Pool boost to a new ability (and I am happy you are boosting it, I think that's perfect for 5th level). Extra Attack is such a common and standard ability that I never read the text for it, I had no idea that was there on my first two reads. Keep your changes separate as its own thing, its cleaner that way and plays nicer with multiclassing.</p><p></p><p><strong>Continued Education</strong>: Its probably harmless enough, but I also question if it really belongs in this class. As written, this is not some cosmopolitan skill guy, he is a tactical general. It feels like you just want to give this guy some skill love because he's often smart and smart people should get skills, but that's just not how 5e works. As the old saying goes "a designer has achieved perfection, not when he has anything left to add, but when he has nothing left to take away". So I would just toss it, and see if the class feels like its missing something then.... my gut says it will look just fine.</p><p></p><p><strong>Advanced Signals</strong>: For the most part this is fine, some of them are really niche but the fact that I can choose what I want when I need it means its fine if they are niche. The flight muscles one....you could consider just proning the target, that's probably reasonable for that level of power.</p><p></p><p><strong>Improved Insight: </strong>So confirming, we go from 1d6 base straight to 3d6....there is no ability that takes us to 2d6 base correct? That feels strange, I kept looking for one expecting to find it.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8287021, member: 5889"] So I read through the main class (haven't look at the subclasses yet). Here is my overall. [B]General[/B]: I like the feeling of this class, and I am generally pretty anti-warlord. There is some good stuff here, and I think the mechanics are well designed (the insight pool is a cool concept, the shouts work well, etc). Most of my feedback is tweaks, I don't think we need fundamentally changes here. [B]Skills[/B]: I guess it depends on what flavor you go for, but it seems a weird that the "battlefield general" would have nature or herbalism. Minor thing though. [B]Battlefield Insight[/B]: My only note here is the range. You use 30 feet in a lot of places, which I think is a good and fine range. So why 15 feet here? I think its forces your allies too tightly to you, and it just adds extra confusion (oh wait that ability was that 15 or 30 ft....um, let me look it up). I would just make 30 feet your core range for basically everything....its smoother, and its cooler. I throw this out there, is there a strong reason it needs to be the [I]attack action [/I]to refresh insight? As warlords seem like helper characters, I can see them often foregoing attacks to perform help actions and other less directly combative stuff. I don't see any balance reason off hand this couldn't be used with any action, I don't think it breaks anything. [B]Shouts:[/B] I would shift the prone power from Rise UP to MOVE. Technically getting up from prone is a form of movement, so a person should be able to do that using your MOVE shout. So I would add it there just to reinforce that you can, and remove it from Rise Up. I am a little loathe that you have shouts for three ability scores here. I see why....but that is just not something classes generally do. Classes generally have your main stat, and your secondary. Intelligence and Charisma both have long standing history with Warlords (and both make sense for the class), so I respect the inclusion of both. Wisdom feels like overkill and dilutes the class too much. I would consider maybe a subclass for the wisdom focused warlord, but remove this from your core. I want to note how I like that Rise Up is similar but distinctive from the paladin save aura (I see far too often warlord classes just become paladin wannabes). Its not as protective as the paladin aura, but with the added flexibility that you can move to a target and give them the boost, compared with a paladin where you must be in the very tight aura to get the bonus. that's a solid differentiator. [B]Expose Weakness[/B]: The saves on these are going to be a bit weak, but considering they are bonus actions and they only consume resources that regenerate fairly often I don't think that's a bad thing. My only note is on Wrong Angle. The text is weird, it suggest I roll a d6 but at minimum it should be 2d6 right? I would do a little editing there for clarity. [B]Warlord Presence:[/B] This is WAY too much at 2nd level.... you already have a solid class before you introduce this, but this takes it over the top. I would move these ability to 6th, right now 6th has no meat in your class (it has only a ribbon right now), so I think this is a good place to put it. Even at 6th, I am a bit worried for some of these abilities. 8-9 temp Hp every round, ~+6 to AC, ~3 to all damage....those are some strong numbers. You may want to implement an insight cost for those boosts. Oh lastly, you need to define how long the temporary hitpoints last. [B]Extra Attack[/B]: Move the note about the Insight Pool boost to a new ability (and I am happy you are boosting it, I think that's perfect for 5th level). Extra Attack is such a common and standard ability that I never read the text for it, I had no idea that was there on my first two reads. Keep your changes separate as its own thing, its cleaner that way and plays nicer with multiclassing. [B]Continued Education[/B]: Its probably harmless enough, but I also question if it really belongs in this class. As written, this is not some cosmopolitan skill guy, he is a tactical general. It feels like you just want to give this guy some skill love because he's often smart and smart people should get skills, but that's just not how 5e works. As the old saying goes "a designer has achieved perfection, not when he has anything left to add, but when he has nothing left to take away". So I would just toss it, and see if the class feels like its missing something then.... my gut says it will look just fine. [B]Advanced Signals[/B]: For the most part this is fine, some of them are really niche but the fact that I can choose what I want when I need it means its fine if they are niche. The flight muscles one....you could consider just proning the target, that's probably reasonable for that level of power. [B]Improved Insight: [/B]So confirming, we go from 1d6 base straight to 3d6....there is no ability that takes us to 2d6 base correct? That feels strange, I kept looking for one expecting to find it. [/QUOTE]
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