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General Tabletop Discussion
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Robert Schwalb releases his version of Warlord
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<blockquote data-quote="doctorbadwolf" data-source="post: 7769887" data-attributes="member: 6704184"><p>Well, at least you admit it.<img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p></p><p></p><p>I mean, half the classes in the game could use a similar section. </p><p></p><p></p><p></p><p>More confirmation that people who don't like the warlord see it that way, and make a big deal of it. </p><p></p><p></p><p></p><p>Eh, it doesn't need to be identical, it just needs to accomplish the same basic things, like enabling tactical movement, and helping the other team members accomplish their "role" more effectively. </p><p></p><p>For some Captains (this is my hill, and I won't abandon it. Captain is a better name in every way), this will mean making attacks that leave openings for team-mates to take advantage of. For others, it will involve moving the characters on both sides of the fight around "the board" to create advantages for their team. For still others, it will be about leading the charge, dealing decent damage, while inspiring others to hit harder and take harder hits in turn. </p><p></p><p>IMO, a great Captain would have a subclass like what you built, and one that primarily grants extra actions and bonuses on actions, and one that behaves a lot like a 4e Defender with leader-esque auras, and an inspirational one that has non magical healing. And yes, we want non magical healing. I don't think most warlord fans are going to budge on that. If it has more of a cost than magical healing, fine, let it cost the target's Hit Die. I'd be fine with healing spells doing that, in fact. </p><p></p><p>But if you take elements of the Battle Master, Cavalier, and Purple Dragon Knight, Fighters, the Mastermind Rogue, and some of Mike Mearls' Warlord ideas on the happy fun hour, you've got a great basis for a class and some subclasses.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7769887, member: 6704184"] Well, at least you admit it.:lol: I mean, half the classes in the game could use a similar section. More confirmation that people who don't like the warlord see it that way, and make a big deal of it. Eh, it doesn't need to be identical, it just needs to accomplish the same basic things, like enabling tactical movement, and helping the other team members accomplish their "role" more effectively. For some Captains (this is my hill, and I won't abandon it. Captain is a better name in every way), this will mean making attacks that leave openings for team-mates to take advantage of. For others, it will involve moving the characters on both sides of the fight around "the board" to create advantages for their team. For still others, it will be about leading the charge, dealing decent damage, while inspiring others to hit harder and take harder hits in turn. IMO, a great Captain would have a subclass like what you built, and one that primarily grants extra actions and bonuses on actions, and one that behaves a lot like a 4e Defender with leader-esque auras, and an inspirational one that has non magical healing. And yes, we want non magical healing. I don't think most warlord fans are going to budge on that. If it has more of a cost than magical healing, fine, let it cost the target's Hit Die. I'd be fine with healing spells doing that, in fact. But if you take elements of the Battle Master, Cavalier, and Purple Dragon Knight, Fighters, the Mastermind Rogue, and some of Mike Mearls' Warlord ideas on the happy fun hour, you've got a great basis for a class and some subclasses. [/QUOTE]
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