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Quintis the Warlord, what can he do and when can he do it?
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<blockquote data-quote="Tony Vargas" data-source="post: 7042654" data-attributes="member: 996"><p>I hate to go into details while there's even the slightest chance we might get an official version (and once I've given that up, I'll be done with supporting 5e, anyway), because when I've done that in the past, the official version always ends up dissapointing in some obscure way. </p><p></p><p>But... </p><p></p><p> I think for the Warlord to be fully realized in a 5e-worthy incarnation, it'd have to be a little less prescriptive than in 4e. So, for instance, he /should/ be able to restore hps with an ability like Inspiring Word from 1st level on, but, by the same token, that should be one of several choices, so he could eschew that function if the player wasn't interested in it. The other 4e warlord basics - action-granting, buffing, reasonable combat ability, etc - should also be available, but not mandatory. Beyond that 5e can explore other aspects of the concepts - using tactical tricks and stretagems to de-buff or manipulate enemies as well as helping out allies, for instance.</p><p></p><p> Again, don't want to get into mechanical details. What does every class get? More. More uses of an ability that's limited-use. More choices, better choices that are gated by level (something the BM misses out on, for instance - don't repeat that mistake!). </p><p></p><p>The obvious thought is something like the BM's maneuvers, but that's rather a dead end, since they're not level-gated at all and don't improve in power or variety as the poor BM levels, being designed as they are to be tacked onto the fighter's powerful tank/DPR chassis.</p><p></p><p> Presumably an Archetype at 3rd like the other two still-mostly-'martial' classes. The various 'builds' are obvious candidates - Inspiring & Tatical, absolutely. Resourceful I think, would also be a strong idea. Bravura & Skirmishing, well, I don't really care for the names, but they're not inappropriate. Insightful struck me as a little weak, though it could be a more enemy-focused (predicting the enemy, specifically) build, less support, more control/debuffing. </p><p>Given 5e's seamless treatment of STR vs DEX with weapons, an archetype suitable for archery would make a lot of sense, and/or one that works well for a fencing master type. Something like wrecan's Hector classification, that manipulated enemies like a controller, though provocation, intimidation or whatever ('tactical' could also get into that kind of thing).</p><p>It would be in keeping with the feel of 5e to have a casting sub-class analogous to the EK & AT - I've used 'Mage-Commander' as a place-holder for it, or Warmage might work, I'm sure there might be an obscure PrC that could be tapped for ideas. There might be an opportunity, there, to bring back a version of the Ardent, with some psionic powers. Probably less call for a divine or nature crossover, since we already have Paladins and Rangers.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7042654, member: 996"] I hate to go into details while there's even the slightest chance we might get an official version (and once I've given that up, I'll be done with supporting 5e, anyway), because when I've done that in the past, the official version always ends up dissapointing in some obscure way. But... I think for the Warlord to be fully realized in a 5e-worthy incarnation, it'd have to be a little less prescriptive than in 4e. So, for instance, he /should/ be able to restore hps with an ability like Inspiring Word from 1st level on, but, by the same token, that should be one of several choices, so he could eschew that function if the player wasn't interested in it. The other 4e warlord basics - action-granting, buffing, reasonable combat ability, etc - should also be available, but not mandatory. Beyond that 5e can explore other aspects of the concepts - using tactical tricks and stretagems to de-buff or manipulate enemies as well as helping out allies, for instance. Again, don't want to get into mechanical details. What does every class get? More. More uses of an ability that's limited-use. More choices, better choices that are gated by level (something the BM misses out on, for instance - don't repeat that mistake!). The obvious thought is something like the BM's maneuvers, but that's rather a dead end, since they're not level-gated at all and don't improve in power or variety as the poor BM levels, being designed as they are to be tacked onto the fighter's powerful tank/DPR chassis. Presumably an Archetype at 3rd like the other two still-mostly-'martial' classes. The various 'builds' are obvious candidates - Inspiring & Tatical, absolutely. Resourceful I think, would also be a strong idea. Bravura & Skirmishing, well, I don't really care for the names, but they're not inappropriate. Insightful struck me as a little weak, though it could be a more enemy-focused (predicting the enemy, specifically) build, less support, more control/debuffing. Given 5e's seamless treatment of STR vs DEX with weapons, an archetype suitable for archery would make a lot of sense, and/or one that works well for a fencing master type. Something like wrecan's Hector classification, that manipulated enemies like a controller, though provocation, intimidation or whatever ('tactical' could also get into that kind of thing). It would be in keeping with the feel of 5e to have a casting sub-class analogous to the EK & AT - I've used 'Mage-Commander' as a place-holder for it, or Warmage might work, I'm sure there might be an obscure PrC that could be tapped for ideas. There might be an opportunity, there, to bring back a version of the Ardent, with some psionic powers. Probably less call for a divine or nature crossover, since we already have Paladins and Rangers. [/QUOTE]
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