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Reviews of Warlordish options - Starting with the Noble
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<blockquote data-quote="jodyjohnson" data-source="post: 6849230" data-attributes="member: 5590"><p>Fighter Archetype - Warlord by Juan Marcano</p><p><a href="http://www.dmsguild.com/product/171718/Fighter-Archetype--Warlord" target="_blank">http://www.dmsguild.com/product/171718/Fighter-Archetype--Warlord</a></p><p></p><p>This 3 page document has 1 page of title and 1 1/2 pages of Warlord with the majority being the battlecries.</p><p></p><p>This Fighter goes big with Charisma. Every ability is tied into Charisma. Which will lead into some MAD because the base Fighter has no use for Charisma.</p><p></p><p>Like most Fighter archetypes, the level 3 ability is the cornerstone. Your charisma bonus grants you uses of 10 abilities (you know them all) which recharge on a short rest. They are reminiscent of the battle master superiority dice but you need an 18 Charisma to match the starting uses a BM gets.</p><p></p><p>So you have a small number of uses per short rest of a full list of powers that apply at almost any time. The feel is very Warlordy but IMO it's too much. The player would have to constantly be making decisions on whether to use it or not. Trying to juggle 10 complicated options would get tiresome. Probably should have started with a subset that expanded slowly.</p><p></p><p>The battlecries themselves use contested checks heavily. 8 of 10 involve making contested checks or checks against a DC - many of them have another roll to make after that. Very fiddly as the check used changes with nearly every battlecry (actually there are 4 different checks all using Proficiency+Charisma: vs. Spell DC, vs. Attack Roll, vs. Wisdom check, vs. Constitution check). The abilities themselves are pretty complicated compared to the Battle Master.</p><p></p><p>BM Superiority dice are pretty reliable. The battlecries only have 2 that just happen, the rest are gated behind checks some of much should be 50/50 (Caster stat/prof vs. Charisma/prof). They should be rewritten in the Battle Master form if the ability is good enough to require a die roll.</p><p></p><p>The other 3rd level ability is a ribbon with advantage on charisma checks with soldiers.</p><p></p><p>"Healing" shows up at 7th in the Exploration/Interaction slot. It's Hit Dice temp healing. You have a limited use ability that uses your real healing resource to grant temporary hit points which expire in 5 minutes. I could see a lot of players saying, "no thanks, I'm good." to an offer of this style of hit point non-recovery.</p><p></p><p>This Warlord archetype waits until 10th to one-up the PDK's shtick. Double proficiency on Persuasion and Intimidate. Plus all those contested rolls in Battlecries you get to roll with advantage.</p><p></p><p>At 15th you grant more temporary hit points with the real recovery to temp recovery swap and can do it an additional time per day.</p><p></p><p>In case you weren't sure if you were supposed to be pumping Charisma, you get +4 Charisma at 18th and your cap is raised to 24. You also get a reliable damage boost equal to your Charisma bonus once per action.</p><p></p><p>Considering how much of the Fighter's power is in the base class any fighter archetype could have almost nothing and still come out OK. The Battlecries are similar enough to Maneuvers that they could be rewritten in a more user-friendly style. The second focus is Charisma skills. So at this point we're looking at a PDK/Battle Master combo. The Healing is very hard to use without wasting HD. The best option would be to use only for emergencies or use it pre-emptively for character that normally don't need all their Dice.</p><p></p><p>Ultimately this feels like a Battle Master redo with Shouts instead of Superiority Dice and a irrational need to make everything more complicated. Instead of the BM ribbons it yanks the PDK's social expertise. Basically narrows the Warlord down to a Charisma build fighter with unreliable maneuvers.</p><p></p><p>Aside: what's up with the Diplomancer builds? Did people miss the "DM calls for checks when the outcome is uncertain" memo? The default is to not base the game world reality on die rolls.</p><p></p><p>With regards to the classic board bugaboos:</p><p>1. Ranged inspirational healing from unconscious – no.</p><p>2. Background as a class – yes. Pretty strongly implies Soldier or Officer.</p><p>3. I’m in charge here – yes. Almost everything exudes "I'm in charge" and be inspired. </p><p>4. Healing by spending Hit Dice – yes. But even worse since it is Temporary Hit Points.</p><p>5. Full action granting – no.</p><p>6. At-will attack granting – no.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6849230, member: 5590"] Fighter Archetype - Warlord by Juan Marcano [url]http://www.dmsguild.com/product/171718/Fighter-Archetype--Warlord[/url] This 3 page document has 1 page of title and 1 1/2 pages of Warlord with the majority being the battlecries. This Fighter goes big with Charisma. Every ability is tied into Charisma. Which will lead into some MAD because the base Fighter has no use for Charisma. Like most Fighter archetypes, the level 3 ability is the cornerstone. Your charisma bonus grants you uses of 10 abilities (you know them all) which recharge on a short rest. They are reminiscent of the battle master superiority dice but you need an 18 Charisma to match the starting uses a BM gets. So you have a small number of uses per short rest of a full list of powers that apply at almost any time. The feel is very Warlordy but IMO it's too much. The player would have to constantly be making decisions on whether to use it or not. Trying to juggle 10 complicated options would get tiresome. Probably should have started with a subset that expanded slowly. The battlecries themselves use contested checks heavily. 8 of 10 involve making contested checks or checks against a DC - many of them have another roll to make after that. Very fiddly as the check used changes with nearly every battlecry (actually there are 4 different checks all using Proficiency+Charisma: vs. Spell DC, vs. Attack Roll, vs. Wisdom check, vs. Constitution check). The abilities themselves are pretty complicated compared to the Battle Master. BM Superiority dice are pretty reliable. The battlecries only have 2 that just happen, the rest are gated behind checks some of much should be 50/50 (Caster stat/prof vs. Charisma/prof). They should be rewritten in the Battle Master form if the ability is good enough to require a die roll. The other 3rd level ability is a ribbon with advantage on charisma checks with soldiers. "Healing" shows up at 7th in the Exploration/Interaction slot. It's Hit Dice temp healing. You have a limited use ability that uses your real healing resource to grant temporary hit points which expire in 5 minutes. I could see a lot of players saying, "no thanks, I'm good." to an offer of this style of hit point non-recovery. This Warlord archetype waits until 10th to one-up the PDK's shtick. Double proficiency on Persuasion and Intimidate. Plus all those contested rolls in Battlecries you get to roll with advantage. At 15th you grant more temporary hit points with the real recovery to temp recovery swap and can do it an additional time per day. In case you weren't sure if you were supposed to be pumping Charisma, you get +4 Charisma at 18th and your cap is raised to 24. You also get a reliable damage boost equal to your Charisma bonus once per action. Considering how much of the Fighter's power is in the base class any fighter archetype could have almost nothing and still come out OK. The Battlecries are similar enough to Maneuvers that they could be rewritten in a more user-friendly style. The second focus is Charisma skills. So at this point we're looking at a PDK/Battle Master combo. The Healing is very hard to use without wasting HD. The best option would be to use only for emergencies or use it pre-emptively for character that normally don't need all their Dice. Ultimately this feels like a Battle Master redo with Shouts instead of Superiority Dice and a irrational need to make everything more complicated. Instead of the BM ribbons it yanks the PDK's social expertise. Basically narrows the Warlord down to a Charisma build fighter with unreliable maneuvers. Aside: what's up with the Diplomancer builds? Did people miss the "DM calls for checks when the outcome is uncertain" memo? The default is to not base the game world reality on die rolls. With regards to the classic board bugaboos: 1. Ranged inspirational healing from unconscious – no. 2. Background as a class – yes. Pretty strongly implies Soldier or Officer. 3. I’m in charge here – yes. Almost everything exudes "I'm in charge" and be inspired. 4. Healing by spending Hit Dice – yes. But even worse since it is Temporary Hit Points. 5. Full action granting – no. 6. At-will attack granting – no. [/QUOTE]
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