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Need new eyes on my homebrewed Warlord (v4)
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<blockquote data-quote="Undrave" data-source="post: 8287036" data-attributes="member: 7015698"><p>Good point on the 30 feet thing! I'll take note of that for v5.</p><p></p><p>I use the Attack Action because you're either using the Attack Action to actually, ya know, attack people (thus causing the battlefield to change as you harm someone or cause someone to act different) or using it for a SHOUT (which also causes the battlefield to change). I felt like it made sense with the fluff. I didn't consider the help action because it felt like something that was subpar to your other ability but it's a good point... I guess there's no reason to not just say 'when you take a standard action'? Is there a specfic action you think would make it weird? </p><p></p><p>I guess it would also work if you pick up some cantrips? Would that be a problem or a good thing? I guess it would be a good thing...</p><p></p><p>I also kinda wanted there to be situations where you WOULD have to skip out on generating insight dice on your turn you know, and make it less automatic. Since it's modelled on the Rogue's sneak attack, there's a certain level of thinking involved in getting the maximum out of that class feature ya know?</p><p></p><p></p><p></p><p>They actually added a Wisdom Warlord later on in like Martial Power 2 I think? Anyway, it felt interesting to have a class where you secondary mental ability shapes a lot of the way you play the class, and it also felt odd to have INT and CHA but not WIS there as well since it's a good stat to have attached to good skills. I also kinda tried my best not to make it impossible to mix and match your specialty stat and subclasses. A lot of them, you'll see, synergize with specific presence and thus stat specialty better than other, but you can make interesting build by going against the grain. I also tried to make them good enough even if you don't have a good modifier in that specific stat that you would still use them when the opportunity arose. I just really like the 'mix and match' nature of the Warlock I guess.</p><p></p><p>Another thing is I had the idea for the three core shouts and obvious STRIKE! and RISE UP! have obvious INT and CHA connotation respectively, so that left MOVE! as the sort of weird third one (though I guess I could also see an argument for switching the attribute attached to STRIKE! and MOVE!)... I guess I could have one of them end up as a mix of both? Maybe the AC bonus in he MOVE! should ends up being INT+CHA so you can play a balanced Warlord? That was also a type of Warlord in 4e, the Ressourceful Warlord.</p><p></p><p>I put standing from prone in RISE UP because I felt it was too narrow a shout, and also because Prone is SORTA a condition, so the shout that lets you end a condition lets you end that one too. Also why I threw in the escape a grab thing.</p><p></p><p></p><p>Thanks!</p><p></p><p>Ooh! That's a good point. Thank you for that note.</p><p></p><p>How about I keep the bonus on iniative at 2nd level, but move the upgrade to Shouts to 6th? </p><p></p><p>The thing with Inspiring Presence is that I don't think RISE UP will come up that often unless people start dropping prone on purpose... okay yeah that would be abuseable. </p><p></p><p>As a default temp HP last until they're depleted or you take a long rest. I didn't feel the need to make them any shorter. Shepherd Druid can hand out temp HP twice after every short rest.</p><p></p><p></p><p>Yeah Continued Education was a weird one. I just wanted SOMETHING that wasn't combat based and I couldn't think of anything better. Like I said, I was using the Rogue chassis so there was a non-combat feature at that level and I needed to have something on mine. If you got ANY inkling of an idea I'm all ears... I've been dying for some fresh perspective on stuff like this.</p><p></p><p>I've got a subclass in mind for a sort of Diplomat Warlord (I call it the Crimson Phoenix Herald, as it's from an ofshoot school of the White Raven school) that can make use of Insight Dice in social contexts, I think I'll give it the extra skills stuff.</p><p></p><p></p><p>Ah yeah I couldn't figure out a good pacing for those improvements, or where exactly to fit them in the progression. Maybe I could just always have you start with half your Insight Dice maximum, rounded down, and not bother calling out those upgrades?</p><p></p><p></p><p>Thank you for the good words and thank you very much for your criticisms. You gave me plenty of stuff to think about and it's gonna be invaluable!</p></blockquote><p></p>
[QUOTE="Undrave, post: 8287036, member: 7015698"] Good point on the 30 feet thing! I'll take note of that for v5. I use the Attack Action because you're either using the Attack Action to actually, ya know, attack people (thus causing the battlefield to change as you harm someone or cause someone to act different) or using it for a SHOUT (which also causes the battlefield to change). I felt like it made sense with the fluff. I didn't consider the help action because it felt like something that was subpar to your other ability but it's a good point... I guess there's no reason to not just say 'when you take a standard action'? Is there a specfic action you think would make it weird? I guess it would also work if you pick up some cantrips? Would that be a problem or a good thing? I guess it would be a good thing... I also kinda wanted there to be situations where you WOULD have to skip out on generating insight dice on your turn you know, and make it less automatic. Since it's modelled on the Rogue's sneak attack, there's a certain level of thinking involved in getting the maximum out of that class feature ya know? They actually added a Wisdom Warlord later on in like Martial Power 2 I think? Anyway, it felt interesting to have a class where you secondary mental ability shapes a lot of the way you play the class, and it also felt odd to have INT and CHA but not WIS there as well since it's a good stat to have attached to good skills. I also kinda tried my best not to make it impossible to mix and match your specialty stat and subclasses. A lot of them, you'll see, synergize with specific presence and thus stat specialty better than other, but you can make interesting build by going against the grain. I also tried to make them good enough even if you don't have a good modifier in that specific stat that you would still use them when the opportunity arose. I just really like the 'mix and match' nature of the Warlock I guess. Another thing is I had the idea for the three core shouts and obvious STRIKE! and RISE UP! have obvious INT and CHA connotation respectively, so that left MOVE! as the sort of weird third one (though I guess I could also see an argument for switching the attribute attached to STRIKE! and MOVE!)... I guess I could have one of them end up as a mix of both? Maybe the AC bonus in he MOVE! should ends up being INT+CHA so you can play a balanced Warlord? That was also a type of Warlord in 4e, the Ressourceful Warlord. I put standing from prone in RISE UP because I felt it was too narrow a shout, and also because Prone is SORTA a condition, so the shout that lets you end a condition lets you end that one too. Also why I threw in the escape a grab thing. Thanks! Ooh! That's a good point. Thank you for that note. How about I keep the bonus on iniative at 2nd level, but move the upgrade to Shouts to 6th? The thing with Inspiring Presence is that I don't think RISE UP will come up that often unless people start dropping prone on purpose... okay yeah that would be abuseable. As a default temp HP last until they're depleted or you take a long rest. I didn't feel the need to make them any shorter. Shepherd Druid can hand out temp HP twice after every short rest. Yeah Continued Education was a weird one. I just wanted SOMETHING that wasn't combat based and I couldn't think of anything better. Like I said, I was using the Rogue chassis so there was a non-combat feature at that level and I needed to have something on mine. If you got ANY inkling of an idea I'm all ears... I've been dying for some fresh perspective on stuff like this. I've got a subclass in mind for a sort of Diplomat Warlord (I call it the Crimson Phoenix Herald, as it's from an ofshoot school of the White Raven school) that can make use of Insight Dice in social contexts, I think I'll give it the extra skills stuff. Ah yeah I couldn't figure out a good pacing for those improvements, or where exactly to fit them in the progression. Maybe I could just always have you start with half your Insight Dice maximum, rounded down, and not bother calling out those upgrades? Thank you for the good words and thank you very much for your criticisms. You gave me plenty of stuff to think about and it's gonna be invaluable! [/QUOTE]
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