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So what do we need from the Warlord?
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<blockquote data-quote="EzekielRaiden" data-source="post: 6733309" data-attributes="member: 6790260"><p>I'm not married to the idea, but I definitely feel like there's <em>something</em> to the idea that Warlords have a little bit--not a huge amount, but a little bit--of combat heft of their own. Not the full-bore "I have three attacks and can make 6 in a round once/twice per short rest, plus better crit range/maneuvers/spells" thing Fighters get, but <em>something.</em></p><p></p><p>However, I'm perfectly content with the idea that extra attack is a subclass thing, just like it is for Valor Bards. It might even be present on multiple subclasses. Others could get something different but commensurate. For example, the "covert/stealth" subclass idea that's been floated a few times around here, could get Sneak Attack or something like it.</p><p></p><p>-----</p><p></p><p>For my money, there are a couple of things Warlords gotta have. Going with what I understand to be pretty minimal stuff (based on my own desires and what I've heard from others, critical or otherwise), the Warlord has to have:</p><p></p><p>1. At least one significant mechanic that can extend the adventuring day beyond the limits of Hit Dice.</p><p>2. The ability to bring allies back from 0 HP-and-rolling-death-saves territory.</p><p>3. Some <em>meaningful</em> mitigation-based mechanics, whatever specific form(s) that takes.</p><p>4. The <em>option</em> to grant actions, potentially including attacks to allies, though not necessarily as a core feature (e.g. it could be subclass-limited). Keeping this balanced with the action economy and other classes' abilities is a prime concern.</p><p>5. A fully-text-supported reading as being non-magical, though other readings can also be supported by the text (the "open interpretation" compromise).</p><p></p><p>Additional things that would be <em>really really</em> NICE, but not <em>strictly</em> necessary:</p><p>6. Enough meaningfully distinct choices (by, say, 4ish) to have more than one valid option for its resource expenditure (e.g. "maneuver dice," [re]actions, etc.) every round</p><p>7. Less personal damage capacity than the Fighter, and probably less personal "tankiness" (HP, AC, DR, resistance, save bonuses, etc.) than Fighters, Paladins, or Barbarians</p><p>8. New options (relative to 4e), such as features that inhibit/debuff enemies, focus on previously unavailable areas (e.g. the "covert/stealth" subclass idea), and better support for non-combat situations (since 4e was a bit thin on Warlordy support for that).</p><p>9. At least one subclass which improves, beyond the (expected-to-be-minimal) baseline, the amount of "healing"/"HP restoration" that the 5e Warlord provides, possibly with additional features to mitigate or remove conditions afflicting allies.</p><p></p><p>Anybody have any comments/criticism/suggestions?</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6733309, member: 6790260"] I'm not married to the idea, but I definitely feel like there's [I]something[/I] to the idea that Warlords have a little bit--not a huge amount, but a little bit--of combat heft of their own. Not the full-bore "I have three attacks and can make 6 in a round once/twice per short rest, plus better crit range/maneuvers/spells" thing Fighters get, but [I]something.[/I] However, I'm perfectly content with the idea that extra attack is a subclass thing, just like it is for Valor Bards. It might even be present on multiple subclasses. Others could get something different but commensurate. For example, the "covert/stealth" subclass idea that's been floated a few times around here, could get Sneak Attack or something like it. ----- For my money, there are a couple of things Warlords gotta have. Going with what I understand to be pretty minimal stuff (based on my own desires and what I've heard from others, critical or otherwise), the Warlord has to have: 1. At least one significant mechanic that can extend the adventuring day beyond the limits of Hit Dice. 2. The ability to bring allies back from 0 HP-and-rolling-death-saves territory. 3. Some [I]meaningful[/I] mitigation-based mechanics, whatever specific form(s) that takes. 4. The [I]option[/I] to grant actions, potentially including attacks to allies, though not necessarily as a core feature (e.g. it could be subclass-limited). Keeping this balanced with the action economy and other classes' abilities is a prime concern. 5. A fully-text-supported reading as being non-magical, though other readings can also be supported by the text (the "open interpretation" compromise). Additional things that would be [I]really really[/I] NICE, but not [I]strictly[/I] necessary: 6. Enough meaningfully distinct choices (by, say, 4ish) to have more than one valid option for its resource expenditure (e.g. "maneuver dice," [re]actions, etc.) every round 7. Less personal damage capacity than the Fighter, and probably less personal "tankiness" (HP, AC, DR, resistance, save bonuses, etc.) than Fighters, Paladins, or Barbarians 8. New options (relative to 4e), such as features that inhibit/debuff enemies, focus on previously unavailable areas (e.g. the "covert/stealth" subclass idea), and better support for non-combat situations (since 4e was a bit thin on Warlordy support for that). 9. At least one subclass which improves, beyond the (expected-to-be-minimal) baseline, the amount of "healing"/"HP restoration" that the 5e Warlord provides, possibly with additional features to mitigate or remove conditions afflicting allies. Anybody have any comments/criticism/suggestions? [/QUOTE]
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