There have been a number of suggestions for the hypothetical warlord to have superiority dice and maneuvers, much in the manner of the battle master. The commonly repeated rationale being akin to the analogy eldritch knight:wizard::battle master:warlord. In other words, the battle master represents a truncated version of the warlord class package within the fighter chassis.
Yep, it's a logical enough theory.
The problems I see are with the CS die mechanic, itself.
- It's designed to work with the Battlemaster, to build on that sub-classes high-DPR contribution by tacking extra damage and riders onto it's multiple attacks. Divorced from the Battlemaster's primary DPR contribution and multi-attacking mechanic, it makes less sense.
- All battlemaster maneuvers become available at 3rd level, making them essentially all apprentice-level abilities. On the Battlemaster, that's not under-powered in an absolute sense, since the multi-attacking they're tacked onto scales with level. The Warlord will need resources that keep up with the demand of providing support to a party at higher levels.
- The short-rest recharge mechanic of CS dice is bland and abstract, a self-conscious nod to 4e encounter powers without much rationale. The Warlord's emphasis on Inspiration and Tectics could open up other, more significant and less abstract limitations on the use of it's abilities.
The Eldritch Knight gains only 4th level spells max. These spells work much like a wizard. You have cantrips, spell slots, spell levels, and then expended spells are regained following a long rest. The Battle Master, however, has four superiority dice (max six) that are regained following a short or long rest. There are no "maneuver levels" nor are there "maneuver cantrips."
The analogy between Battlemaster & Warlord and EK & Wizard is a reasonable one, but it's not exact. If the analogy were tighter, the EK would have to get only 1st level spells, and only 3-4 of the spells on it's list would actually have been shared with the Wizard.
Once you realize that, it becomes clear you can't just simply work from Battlemaster to Warlord the way you might be able to reverse-engineer the EK to uncover hints about Wizard design.
I'd buy the 'don't take the fighter's toys' thing if the official de facto "Warlord" wasn't the Battle Master Fighter.
Since the Battle Master has a significant chunk of the Warlord's toys I would just expand it to include the rest.
That sounds a little inside-out. If the Battlemaster /was/ the de-facto Warlord, then it's toys could be considered Warlord toys, not fighter toys. But, it's not, only 3-4 out of 17 maneuvers are at all warlordy, and they're not even a fair sampling of support abilities. CS dice and multiple attacks seem very much the Battlemaster's and more broadly, fighter's things. All very DPR-focused.
It's the fighter's mechanic. Stop trying to take the fighter's cool stuff and hand it to other people. That was regularly indicated as an issue drawn with earlier editions. That the fighter never gets to keep its toys. This was heartily identified in the play test.
Nod. And, in spite of that MDDs started as a fighter thing, got handed out to everyone, and then taken away.
Come up with other systems to power the warlord. [/quote]Maneuvers should probably still be a starting point, rather like spells are for all the caster classes, but powering them with CS dice doesn't really fit.
I don't think the mechanic is up to the task, at all. The Warlord should hand out bonuses based on a secondary stat or something rather than a random die roll tied to extra damage.
Misc. Maneuvers + Dice: With the BM fighter, Superiority Dice are typically expended to activate a maneuver. Should that always be the case? In other words, could there effectively be "maneuver cantrips" that the warlord could use 'at-will' without expending Superiority Dice that would not be construed as overpowered?
There could be some maneuvers that are just as likely to work as any attack is to hit. They probably won't do much - assuming the Warlord doesn't have multiple attacks, they'd still have to do /something/ to keep up with cantrips, which do scale with level.
Also, Superiority Dice are typically, but not always, incorporated into maneuvers by being added to the damage of the Dice role associated with the maneuver? Is that necessarily appropriate for Warlord maneuvers? Or should other mechanics be considered?
Other mechanics should definitely be considered. CS dice are damage adding riders on top of a class already dedicated to high DPR via multiple attacks/round. That messes up the obvious inference of battlemaster being strictly analogous to EK, and EKs spells are often going to be cast /instead/ of a set of extra attacks, while the Battlemaster is always using his CS dice /on top of/ them. Thus CS dice must be considered to be very minor in effect and very limited in number compared to what a Warlord, without extra attacks, would have to be able to do to be balanced.
Maneuvers: Assuming that the list of maneuvers expands, how many maneuvers does a warlord "know" by 20th level? Or is it that the warlord does not "know" maneuvers, as per the BM fighter?
Other support classes, like the Cleric & Druid, do not have a 'known' mechanic limiting which certain class abilities they can choose to use on a given day, those that are up for re-assignment after a long rest are chosen from the whole class list.
If we view the warlord as the "martial wizard," does this mean that the warlord would instead 'prepare' maneuvers? And again, how many? (Prepared Total = Int + Warlord level?)
Warlord maneuvers should obviously involve one or more allies. 'Preparing' should be more a matter of /training/, of working with allies so that they can benefit from the maneuver. A warlord wouldn't learn/know a maneuver then prepare it, then forget it later, he'd be broadly conversant in tactics & maneuvers, and possibly create novel or one-off ones, but, he'd have to get his allies on board with each maneuver if they're to benefit from it, otherwise it wouldn't be of any particular use.