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Need new eyes on my homebrewed Warlord (v4)
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<blockquote data-quote="Undrave" data-source="post: 8287024" data-attributes="member: 7015698"><p>Steel Protector is like the 'Multiclass Fighter' subclass, hence why it gets the heavy armor and additional attack. I like the concept of these MC subclasses (like how the Eldritch Knight is Fighter/Wizard or the Divine Soul Sorcerer is Sorcerer/Cleric ya know?) I just thought it would be nice to have a subclass that gets the 'Healer' feat on it own so I just designed a Combat Medic... But maybe it would work better as a Fighter Subclass instead. I don't mind having too many subclasses, it's fun to create them and the Rogue chassis doesn't give you a lot of pieces to come up with, so they're actually easy to do once you have a good concept. The core class, and its gameplay loop at the table, is the thing I worry is 'too much'.</p><p></p><p>Borderland Marshal IS meant to feel like a Ranger. The name is a reference to a 4e Paragon Path that could be acessed by either a Warlord of a Ranger. It's meant to be the 'Multiclass Ranger' subclass. The kind of guy who would command regular rangers (even if real Rangers use martial weapons).</p><p></p><p>Similarly, the Ardent Soul is the designated Psionic subclass, though I designed it before we got Psy Dice mechanic so I could always just rework it with that in mind? I just thought it was neat to have a support character who lets Martials vary their damage types and uses Temp HP as a ressource to gain advantage. </p><p></p><p>Silverblade Captain is like the Eldtrich Knight/Arcane Trickster subclass, but I didn't want to just give them regular ol' spell slots so I just made them witch hunters/inquisitors. I figured it would make sense for armies in the D&D world to develop special counter mesures to squads of spell slingers and that these guys would need some sort of role beyond the battlefield. I considered naming them 'Silverblade Inquisitor' but that felt a little too... dark? Loaded? of a term. </p><p></p><p>Also Chosen One is also a little bit Divine. It was mostly created to allow the LazyLord/Princess build but I gave it some mild 'demi-god all along!" flavoring and didn't lock it entirely in the LazyLord playstyle..</p><p></p><p></p><p>Thank you! I'm pretty proud of that name and it was indeed designed to allow players to play a Robin Hood type figure.</p><p></p><p>Ooh that's not a bad idea at all. Veteran Poise is more of a ribbon than a real feature so it's a little weak but in terms of character development it makes sense. Do you think I should buff it somehow?</p><p></p><p>Yep. White Raven was meant to be a more straight forward, no-frill, "You're just better at the base class stuff" subclass so I had to give it something. I don't know how useful an increase in range would actually be practically speaking but I think I'll throw in some increases. Maybe not 5 feet per level because it would too quickly end up being basically meaning anybody who can see you since maps aren't that big in general <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> But the logic of your force of personality radiating more as you get better is not bad at all.</p><p></p><p></p><p></p><p>Hmm... that could be a thing... it'll depend on what I end up doing with the rest of the class. I know that I want to keep Shouts and Presences as core feature, and I know I want to have this mechanic where you accrue the ressource you spend in battle by doing battle (as opposed to being tied to rests like Superiority Dice are) but everything else related to Battlefield Insight is very much in flux. I think I'll keep Student of Banners as its about on par with the Rogue's Thieves Cant and adds some flavor.</p><p></p><p></p><p>Thank you for the comment! It's been really hard to get ANY sort of opinions beside and your comments are gonna be useful when I eventually come up with a version 5! The earlier versions were pretty messy in that you would basically put your Insight Dice on enemies you target and your allies would be able to 'Exploit that Insight' for the extra damage... It was all very gamey and kind of a mess to write up as rules. It wouldn't have flied. Expose Weakness was known as 'signals' and you had a column for 'known signals' and you had to remove dice you had put on an enemy to activate them...It was just more fiddliness. It was basically a counter mechanic in a card game adapted to D&D.</p><p></p><p> I then shifted to this reaction based system and I like it a lot better but I still got elements I need to improve.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8287024, member: 7015698"] Steel Protector is like the 'Multiclass Fighter' subclass, hence why it gets the heavy armor and additional attack. I like the concept of these MC subclasses (like how the Eldritch Knight is Fighter/Wizard or the Divine Soul Sorcerer is Sorcerer/Cleric ya know?) I just thought it would be nice to have a subclass that gets the 'Healer' feat on it own so I just designed a Combat Medic... But maybe it would work better as a Fighter Subclass instead. I don't mind having too many subclasses, it's fun to create them and the Rogue chassis doesn't give you a lot of pieces to come up with, so they're actually easy to do once you have a good concept. The core class, and its gameplay loop at the table, is the thing I worry is 'too much'. Borderland Marshal IS meant to feel like a Ranger. The name is a reference to a 4e Paragon Path that could be acessed by either a Warlord of a Ranger. It's meant to be the 'Multiclass Ranger' subclass. The kind of guy who would command regular rangers (even if real Rangers use martial weapons). Similarly, the Ardent Soul is the designated Psionic subclass, though I designed it before we got Psy Dice mechanic so I could always just rework it with that in mind? I just thought it was neat to have a support character who lets Martials vary their damage types and uses Temp HP as a ressource to gain advantage. Silverblade Captain is like the Eldtrich Knight/Arcane Trickster subclass, but I didn't want to just give them regular ol' spell slots so I just made them witch hunters/inquisitors. I figured it would make sense for armies in the D&D world to develop special counter mesures to squads of spell slingers and that these guys would need some sort of role beyond the battlefield. I considered naming them 'Silverblade Inquisitor' but that felt a little too... dark? Loaded? of a term. Also Chosen One is also a little bit Divine. It was mostly created to allow the LazyLord/Princess build but I gave it some mild 'demi-god all along!" flavoring and didn't lock it entirely in the LazyLord playstyle.. Thank you! I'm pretty proud of that name and it was indeed designed to allow players to play a Robin Hood type figure. Ooh that's not a bad idea at all. Veteran Poise is more of a ribbon than a real feature so it's a little weak but in terms of character development it makes sense. Do you think I should buff it somehow? Yep. White Raven was meant to be a more straight forward, no-frill, "You're just better at the base class stuff" subclass so I had to give it something. I don't know how useful an increase in range would actually be practically speaking but I think I'll throw in some increases. Maybe not 5 feet per level because it would too quickly end up being basically meaning anybody who can see you since maps aren't that big in general :p But the logic of your force of personality radiating more as you get better is not bad at all. Hmm... that could be a thing... it'll depend on what I end up doing with the rest of the class. I know that I want to keep Shouts and Presences as core feature, and I know I want to have this mechanic where you accrue the ressource you spend in battle by doing battle (as opposed to being tied to rests like Superiority Dice are) but everything else related to Battlefield Insight is very much in flux. I think I'll keep Student of Banners as its about on par with the Rogue's Thieves Cant and adds some flavor. Thank you for the comment! It's been really hard to get ANY sort of opinions beside and your comments are gonna be useful when I eventually come up with a version 5! The earlier versions were pretty messy in that you would basically put your Insight Dice on enemies you target and your allies would be able to 'Exploit that Insight' for the extra damage... It was all very gamey and kind of a mess to write up as rules. It wouldn't have flied. Expose Weakness was known as 'signals' and you had a column for 'known signals' and you had to remove dice you had put on an enemy to activate them...It was just more fiddliness. It was basically a counter mechanic in a card game adapted to D&D. I then shifted to this reaction based system and I like it a lot better but I still got elements I need to improve. [/QUOTE]
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