Implement the dang thing as implications and concerns way over mortal being understanding and knowledge!Because as homebrewers quickly learned, no one can get close to agreeing about how to implement the dang thing in 5e.
Implement the dang thing as implications and concerns way over mortal being understanding and knowledge!Because as homebrewers quickly learned, no one can get close to agreeing about how to implement the dang thing in 5e.
Thanks!Ask and ye shall receive. (Spoilered because it's nothing new, just trimming out the replies to the other poster for you.)
There are a number of Battlemaster Manuevers that don't mimic anything that a 4e Fighter did and instead mimic what a 4e Warlord did. I don't think that's a coincidence. I think the Battlemaster was intended to allow you to play a number of different concepts, one being the warlord.You keep saying this is what the Battle Master was supposed to do. I reject that argument, both in theory and in practice. I've already covered the practice side, and it seems you care about the other. So: On the theory side, I genuinely do not believe the Battle Master was ever "meant" to be a Warlord. It was, however, pretty clearly meant to capture the feel of a 4e Fighter. (Remember that the "baseline" 4e Fighter was called the Weaponmaster subclass, which is far too similar to be mere coincidence.) When the designers got backed into a corner because it took them forever to settle on the shape the Fighter class should have (seriously, it wasn't until like the final or penultimate document that the Fighter even started to look like it did in the published PHB), they had to resort to what measures were available.
It's low level features are painful. By high level it actually looks decent.Now, the Purple Dragon Knight/Banneret? That I could at least admit was specifically supposed to be a Warlord--it even uses the word "warlord" in some of its text (e.g. "Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights.") It is also about as close to "bad" as you can get for a subclass without actually BEING bad--that is, its features are painfully mediocre and limited, and (IMO) don't really deliver on the concept of a warrior who leads others in battle.
It's a subclass intended to allow a variety of playstyles. Warlord is one of those playstyles.The Battle Master is almost purely focused on doing tricksy things with weapons. It's not a Warlord. You can kinda-sorta-ish kludge part of a Warlord out of one, but it was very clearly intended for a different function--or, as I said, it's the EK of Warlords, where it's mostly a Fighter but has some Warlord mechanics stapled to it.
I'd say you have barely scratched the surface. But it's a start.Well, here's my thoughts.
Option 1, pros: the freedom to add things that are missing, and (for classes specifically) to not be limited by how much power a subclass is allowed to have; ability to tailor the solutions narrowly and specifically to what is needed
Option 1, cons: reduplication of effort/lack of parsimony, more difficult to balance (because, e.g., a character could MC BM/Warlord)
Option 2, pros: Can (in theory) be published as errata, makes the smallest possible changes while still changing something
Option 2, cons: Unlikely to actually be published as errata, unable to create new mechanics or fill holes that already exist
Option 3, pros: Requires zero effort and avoids any controversy about errata or lack of parsimony
Option 3, cons: Fails to address the problem.
Does that meaningfully address your concerns about failing to consider negative aspects of a solution? I do not consider absolute minimalism a virtue in design. Logical parsimony is only virtuous as long as it does, in fact, actually cover everything it's supposed to; remember that Occam's Razor is not "always use fewer entities," it is "entities should not be multiplied unnecessarily." Newton's theory of gravitation is simpler (dramatically so) than Einstein's theory of general relativity, but we use the latter and not the former due to relativity covering more of the facts.
Manuevers are very flexible. Much like a Wizard can play a necromancer or an evoker primarily based on his spell selection and this would be true even if he didn't have spell school related subclasses. The specific battlemaster implementation does them both well. Not great, but well.I am arguing, here, that trying to make the Battle Master Fighter cover both the Mighty Thews(/Agile Archer, I guess) AND the Inspiring Captain archetype is leaving both things under-served. That we are not seeing parsimony, but rather deficiency; not frugality, but miserliness.
That's not ever been a part of the Warlord concept. Most fictional Warlords were also very capable warriors. I think alot of people are probably happy that 5e doesn't ask players to pick between an elite warrior that leads and a lesser warrior that leads better.Again, I disagree--mostly because the Battle Master, as I argued earlier, is far too personally capable. The Warlord concept is not merely someone who CAN choose to inspire allies. The Warlord concept is someone who NEEDS to coordinate and strategize with allies in order to get things done. Now, this does not mean having NO combat capability without an ally--the Warlord could do some butt-kicking on her own. But it should mean that the best butt-kicking they do is either in direct combination with allies (e.g. Bravura Warlords who give allies risky opportunities), coordinating the whole team's movements to maximally exploit terrain (Tactical Warlords with repositioning, initiative, etc.), or dredging up those hidden reserves we all have but never tap because of self-protection instincts (Resourceful and certain other types of Warlord).
A level 3 Battlemaster can dish out 12d8 + 36 temp hp = 90 temp hp. A life cleric using all slots on cure wounds and his channel divinity will heal = 116 hp.In general, the best thing a Battle Master can do is just attack more. It's going to be pretty rare, for example, for Commander's Strike to actually do better than the BM just attacking again. Distracting Strike isn't...the worst, but is pretty narrow--a chance for a chance for a good thing to happen. Rally is pretty much just bad, since it can't actually heal anyone. (Like...for real, even granting 6d12 healing at level 18 to every party member once per short rest is NOT that powerful, and doing that means you did LITERALLY nothing else special. A Life Cleric can do that easily, except that they can target just the people who need it most, and they still get all their spells on top.) Maneuvering Attack is probably the only "Warlord-type" maneuver that actually does more or less what a Warlord would do.
I'm pretty sure there's more than 4 now. I'm not up to date on all the manuevers that have been added though.And...that's literally it. Those exhaust the "Warlord options" for the Battle Master. It's not just a matter of no scaling; it's a matter of you get only four Warlord-like things you can potentially do, and most of them are just not worth doing when you could instead, y'know, just do it yourself. Which is the fundamental problem of the "Fighter-as-Warlord." To be a Fighter, any 5e Fighter, you must be good at kicking butt all by yourself. The Battle Master simply adds a layer of "oh and you can also potentially boost an ally along the way" on top.[/SPOILER]
I think you view concept as more mechanical in nature than I do. When I talk concept I'm talking fictional concept. "Warrior that leads". That's what a Warlord is conceptually.
So when you are talking 'a character whose primary impact is leadery/warlord stuff and teritiary impact is hitting things'. That to me is a statement about mechanics and not concept. It's just another way to say you want more Leadery mechanics and less fighting mechanics.
And I'm fine with that, but I think we need to have the discussion around whether we want classes created based on mechanical desires or conceptual desires - and the pros and cons related to various 'solutions'.
IMO, if all we are doing is moving the slider up or down 1-2 degrees for Leadery stuff and down 1 or 2 degrees for fightery stuff then that's admitting we have the fictional concept.
I actually think many of the fighters base features should have been replaced with subclass features. If I was going to solve the mechanical Fighter problems in general I'd have given fighters the most subclass related level up abilities of any class and the fewest main class related abilities. But that ship has sailed.
That's a good points! Maybe Maneuvers should just have been like Spells and be something anybody with melee skills could potentially learn, with different martial schools involved and different ways to get Superiority Dice. Like, Menacing Attack and Pushing Attack are SUCH Barbarian moves, aren't they? And Rally? That's totally a Paladin thing! Even a Bard would like to learn Rally I bet... Disarming Attack? Parry? Evasive Footwork? Feinting Attack? That screams ROGUE to me."Hey, lets take all the cool tricks and maneuvers that Players would want any martial-based class to conceivably do normally, lock those away, and only give those options to characters who'd specifically take this subclass or specific feat!!" which I hate.
Unless you are going to make the Warlord a fake caster it doesn't work well to start with a full caster base.
Except for spells. Spells can be shared between classes.That's a good points! Maybe Maneuvers should just have been like Spells and be something anybody with melee skills could potentially learn, with different martial schools involved and different ways to get Superiority Dice. Like, Menacing Attack and Pushing Attack are SUCH Barbarian moves, aren't they? And Rally? That's totally a Paladin thing! Even a Bard would like to learn Rally I bet... Disarming Attack? Parry? Evasive Footwork? Feinting Attack? That screams ROGUE to me.
But I guess that would have felt too much like 'same mechanic' to some people and the Pointy Hat Brigade would have come flying in on their broom to complain and shoot it all down... We can't have nice things.
I think you view concept as more mechanical in nature than I do. When I talk concept I'm talking fictional concept. "Warrior that leads". That's what a Warlord is conceptually.
So when you are talking 'a character whose primary impact is leadery/warlord stuff and teritiary impact is hitting things'. That to me is a statement about mechanics and not concept. It's just another way to say you want more Leadery mechanics and less fighting mechanics.
And I'm fine with that, but I think we need to have the discussion around whether we want classes created based on mechanical desires or conceptual desires - and the pros and cons related to various 'solutions'.
Ah! That's true... and also, that 5e has all sorts of small mechanical issue that make support character hard to design, but are not usually apparent in play. For exemple, you basically need two different effect to support both Casters and Weapon users instead of just one.Because as homebrewers quickly learned, no one can get close to agreeing about how to implement the dang thing in 5e.
That's not ever been a part of the Warlord concept. Most fictional Warlords were also very capable warriors. I think alot of people are probably happy that 5e doesn't ask players to pick between an elite warrior that leads and a lesser warrior that leads better.
I tend to think the character who leads primarily fits better with what, in a lot of 3e iterations, was usually called the 'noble'.This is one of the big disconnects then. I can see how the 5e Battlemaster fits your concept of Warlord ok then now. And since you acknowledge that this isn't a part of your Warlord concept, there is another Concept out there!
Let's call what unsatisifed Warlord fans want "Warlord Prime" or whatever? Something different. Now you know that people also want Warlord Prime -- whose concept is such a valuble leader that their ok but non -elite warrior status doesn't disadvantage the party vs. elite warrior that leads person! The concept that people are talking about IS the "lessor warrior that leads better"!
Why not have the option to pick between the 2?
Two different concepts! Two different names! Two different implementations!
Warlord = Battlemaster with manuvers and feats picked toward leadership
Warlord prime = ? Lots of debate. But at least we know the concept now!