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Rogue Mastermind Archetype Up, Courtesy of Extra Life
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<blockquote data-quote="GMforPowergamers" data-source="post: 7683033" data-attributes="member: 67338"><p>Because you asked for a bench mark... so I had to refrence the ONLY edition it was in prior... </p><p></p><p></p><p></p><p>if it's been driven into the ground you should drop it...</p><p></p><p></p><p> </p><p>if it was just a refluffed/reskinned cleric I agree...</p><p></p><p> and in 2e and 3e and 5e the roles just had different amount of lime light and different interpretations... since 'leader' is a loaded term around here I will use 'healer/buffer/aider' to describe the warlord role...</p><p></p><p></p><p> </p><p>especially phb1 classes this is very true, and in general my opionon is that 4e played it way too safe in that regard...</p><p></p><p></p><p>right they took some from every edition and made a good edition (not perfect by a long shot) </p><p></p><p></p><p> there is no 5e warlord there is a 5e fighter built on the 5e fighter chasis that focuses primarily on beign a front line dpr damage tank... it can pick up a small number of grant attacks per day and the ability to grant some temps if you mix and match it with the bard you get kinda close at high level to the basic warlord... now with this new roge master mind you can get closer still but you still are built on the fighter...or the fighter/rogue/bard</p><p></p><p></p><p></p><p></p><p></p><p>except he will look ALOT like another battlemaster, or for that matter an eldritch knight or champion... all of them (if you make say 12 20th level fighters 4 of each subclass) will have 4 attacks per round, action surge to do it again twice per short rest they can action surge, once per short rest they can second wind, they all have indomnatable...</p><p></p><p>now those 4 battle master fighters all have 8 manuvers and 6d12 dice (that there prime function is to add damage) and when they roll initative if you have none you regain 1...</p><p></p><p>there are 16 manuvers to learn so each of your 4 have a lot of overlap... </p><p></p><p>the ones that are most warlord like: Commander strike, Distracting strike, Maneuvering attack, and rally are all great starts, but again half of them add your die to your own damage... making it as much a self buff as an ally</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 7683033, member: 67338"] Because you asked for a bench mark... so I had to refrence the ONLY edition it was in prior... if it's been driven into the ground you should drop it... if it was just a refluffed/reskinned cleric I agree... and in 2e and 3e and 5e the roles just had different amount of lime light and different interpretations... since 'leader' is a loaded term around here I will use 'healer/buffer/aider' to describe the warlord role... especially phb1 classes this is very true, and in general my opionon is that 4e played it way too safe in that regard... right they took some from every edition and made a good edition (not perfect by a long shot) there is no 5e warlord there is a 5e fighter built on the 5e fighter chasis that focuses primarily on beign a front line dpr damage tank... it can pick up a small number of grant attacks per day and the ability to grant some temps if you mix and match it with the bard you get kinda close at high level to the basic warlord... now with this new roge master mind you can get closer still but you still are built on the fighter...or the fighter/rogue/bard except he will look ALOT like another battlemaster, or for that matter an eldritch knight or champion... all of them (if you make say 12 20th level fighters 4 of each subclass) will have 4 attacks per round, action surge to do it again twice per short rest they can action surge, once per short rest they can second wind, they all have indomnatable... now those 4 battle master fighters all have 8 manuvers and 6d12 dice (that there prime function is to add damage) and when they roll initative if you have none you regain 1... there are 16 manuvers to learn so each of your 4 have a lot of overlap... the ones that are most warlord like: Commander strike, Distracting strike, Maneuvering attack, and rally are all great starts, but again half of them add your die to your own damage... making it as much a self buff as an ally [/QUOTE]
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