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<blockquote data-quote="Leatherhead" data-source="post: 7029931" data-attributes="member: 53176"><p>Interesting you would bring up <em>Dispel Magic</em>. Because<em> Dispel Magic </em>only dispels <u>spells</u>, and we know that spells aren't the only magical things in the world, such as all those spiffy ki attacks. From that, we can conclude that the name <em>Dispel Magic</em> is simply a misnomer used for legacy purposes, and that there isn't as much of a hard mechanical line between "magical" and "mundane" anymore.</p><p></p><p></p><p></p><p>The repeated points I keep reading are that a class should be called "warlord" from level 1 (which snubs everyone else who has to wait until 2 or 3 for their favorite class), and the "lazylord" should be a thing again. And it's the level 1 lazylord which is what causes all the problems. To get the full feel of the lazylord, you would have to bring back multiple out-of-turn actions and shuffling. Right now, we have Fighter and Rogue subclasses who can invoke warlord-eque abilities that trigger OA's and give out buffs. But as the basis for an entire class, things are going to get messy.</p><p></p><p>Firstly, the lazylord ideally never attacks for themselves, this means that either Reactions are going to become a premium resource or that special OA's are going to be given out for free. Neither solution is a good one.</p><p></p><p>Secondly, shuffling isn't as much of a thing anymore. Warlords were infamous for moving PC's around the battlefield, but doing so out of turn is going to exasperate the problems listed above. The other solution is a simple "You grant a target +x speed for one round, and sometimes they ignore OA's" which will almost certainly not be enough for the warlord fans,</p><p></p><p>Thirdly, there is the buffing. The obvious route to go with this would be granting advantage, but that diminishes the value of every other way to gain advantage. The other way to go is with some +x or +ydz on attacks and damage math, but that breaks bounded accuracy, and will cause people who hate things like the sharpshooter and greatweapon master feats to pop a blood vessel, so it's arguably worse.</p><p></p><p>Fourthly is the issue of scaling, most of these solutions can't be easily stretched out over 20 levels. If it was a subclass, you wouldn't need to stretch nearly as far. But getting the class set up from level 1 is going to result in more than a bit of front-loaded ability which will make the character boring to level up. The best way to patch this would be to give out debuffs, but that runs contrary to the idea of never attacking by yourself. Also, debuffs scale as well as buffs will (which could mean not at all unless you want to break bounded accuracy), though at least you could throw in a few conditions. And to top it all off, once you get the core class done you still have to come up with multiple subclasses, which will leave you scraping the bottom of the barrel for exclusive ideas.</p><p></p><p>Healing, ironically, is the least problematic of all the things they can do. We already have a few mechanics we can borrow from. Just give them a limited resource pool and a bonus action and you would be good to go. Though they will be severely subpar healers if they cannot cure more than hp damage, which may not be possible if people wish to keep them "mundane".</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7029931, member: 53176"] Interesting you would bring up [i]Dispel Magic[/i]. Because[I] Dispel Magic [/I]only dispels [U]spells[/U], and we know that spells aren't the only magical things in the world, such as all those spiffy ki attacks. From that, we can conclude that the name [I]Dispel Magic[/I] is simply a misnomer used for legacy purposes, and that there isn't as much of a hard mechanical line between "magical" and "mundane" anymore. The repeated points I keep reading are that a class should be called "warlord" from level 1 (which snubs everyone else who has to wait until 2 or 3 for their favorite class), and the "lazylord" should be a thing again. And it's the level 1 lazylord which is what causes all the problems. To get the full feel of the lazylord, you would have to bring back multiple out-of-turn actions and shuffling. Right now, we have Fighter and Rogue subclasses who can invoke warlord-eque abilities that trigger OA's and give out buffs. But as the basis for an entire class, things are going to get messy. Firstly, the lazylord ideally never attacks for themselves, this means that either Reactions are going to become a premium resource or that special OA's are going to be given out for free. Neither solution is a good one. Secondly, shuffling isn't as much of a thing anymore. Warlords were infamous for moving PC's around the battlefield, but doing so out of turn is going to exasperate the problems listed above. The other solution is a simple "You grant a target +x speed for one round, and sometimes they ignore OA's" which will almost certainly not be enough for the warlord fans, Thirdly, there is the buffing. The obvious route to go with this would be granting advantage, but that diminishes the value of every other way to gain advantage. The other way to go is with some +x or +ydz on attacks and damage math, but that breaks bounded accuracy, and will cause people who hate things like the sharpshooter and greatweapon master feats to pop a blood vessel, so it's arguably worse. Fourthly is the issue of scaling, most of these solutions can't be easily stretched out over 20 levels. If it was a subclass, you wouldn't need to stretch nearly as far. But getting the class set up from level 1 is going to result in more than a bit of front-loaded ability which will make the character boring to level up. The best way to patch this would be to give out debuffs, but that runs contrary to the idea of never attacking by yourself. Also, debuffs scale as well as buffs will (which could mean not at all unless you want to break bounded accuracy), though at least you could throw in a few conditions. And to top it all off, once you get the core class done you still have to come up with multiple subclasses, which will leave you scraping the bottom of the barrel for exclusive ideas. Healing, ironically, is the least problematic of all the things they can do. We already have a few mechanics we can borrow from. Just give them a limited resource pool and a bonus action and you would be good to go. Though they will be severely subpar healers if they cannot cure more than hp damage, which may not be possible if people wish to keep them "mundane". [/QUOTE]
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