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General Tabletop Discussion
*Pathfinder & Starfinder
The Warlord, about it's past present and future, pitfalls and solutions. (Please calling all warlord players)
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<blockquote data-quote="steeldragons" data-source="post: 6088957" data-attributes="member: 92511"><p>So we're agreed then...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Ok, so no one agrees on anything...but to just throw in a coupla coppers on the [semi-relevant?] topic of what the Warlord should/could/might entail...in the future...in 5e...</p><p></p><p>First off, I'm of the "Warlord should be a theme/specialty takeable by any class" camp, but whether it appears that way in the "Basic" game or appears in the "Standard" product as its own class...or attached as a class [or specialty] in the "Advanced tactical options" product...I see no problem with a "Warlord" that presents the following (as best I understand the current 5e mechanics):</p><p></p><p>The way I see it...the Warlord is a legitimate archetype for the genre and the game of D&D. If one looks as Fighters as being the Strength-based warrior character. Paladins, I think it safe to say, are the Wisdom-based warrior archetype. Rangers are the Intelligence Fighters. Barbarians are the Constitution fighters...Warlord fits nicely as the Charisma warrior. (and then, I suppose you'd have a Swashbuckler or Duelist or something as the Dexterity fighter to complete the list...or the Monk?...but one marginal class/theme at a time...ANYwho...)</p><p> </p><p>The Warlord: </p><p>1) Has an ability/trick/maneuver/whatever you want to call it that allows them to "give/spend" their combat/extra Dice on an ally's [or allies'] attack<s>, granting them some bonus to hit or damage or to perform some maneuver they don't, themselves, possess ("Grab him!") or any/all of the above.</s></p><p><s>2) Has an ability/trick/maneuver/whatever you want to call it that allows them to "unlock" allies' Hit Dice within combat.</s></p><p><s>OR that allows the Warlord to spend their OWN HD on their allies inside of combat? Maybe Warlords get more/extra HD as a class feature?</s></p><p><s>Either option, I'm not sure should be allowed more than once per combat...but I'm flexible.</s></p><p><s>3) Has an ability/trick/maneuver/whatever you want to call it that allows them to apply a bonus to saves against fear/confusion/morale effects to allies within a certain distance of the Warlord. Maybe size of the bonus and/or area of effect scales with level...maybe not...</s></p><p><s>4) Non-combat "field medic"/mundane healing skill...to, possibly, assist in the "exploring time" stuff.</s></p><p><s>i.e. You guys camp for the night? The warlord bandages folks up for an extra X hp of healing/or renewal of HD for relieving fatigue/etc...or, for literal "exploring", suppose the Thief fails a trap check and takes a crossbow bolt to the face? Or there is no Rogue and the Fighter falls into a pit? Here ya go, get back X hp/HD. No magic/spell resource drain necessary. No magic/spell -or screaming- explanation needed. Just bindin' up some wounds...something they can do outside of/in between actual combat situations to help out.</s></p><p><s>5) Non-combat negotiations/diplomacy skill...to, possibly, assist in "interacting time" stuff. (seems self-explanatory)</s></p><p><s></s></p><p><s>I think that's all it needs...and none of it breaks my immersion [or hurts my feelings] or seems ridiculously "over the top" or anything. Could be a specialty...could be a Standard Class...could be available as BOTH! Maybe the specialty one has a set number/amount of bonuses they can do/spend/effect, but the full class option (obviously) would "get better"/increase as they level up...</s></p><p><s></s></p><p><s>And, again, this is coming from someone who doesn't think they should be a class...but I could see something like this working out just fine if it were offered in the Standard game. Does that [or ANY of that, really] sound like it scratches the pro-Warlord pundits' itch?</s></p><p><s></s></p><p><s>--SD</s></p></blockquote><p></p>
[QUOTE="steeldragons, post: 6088957, member: 92511"] So we're agreed then...:p Ok, so no one agrees on anything...but to just throw in a coupla coppers on the [semi-relevant?] topic of what the Warlord should/could/might entail...in the future...in 5e... First off, I'm of the "Warlord should be a theme/specialty takeable by any class" camp, but whether it appears that way in the "Basic" game or appears in the "Standard" product as its own class...or attached as a class [or specialty] in the "Advanced tactical options" product...I see no problem with a "Warlord" that presents the following (as best I understand the current 5e mechanics): The way I see it...the Warlord is a legitimate archetype for the genre and the game of D&D. If one looks as Fighters as being the Strength-based warrior character. Paladins, I think it safe to say, are the Wisdom-based warrior archetype. Rangers are the Intelligence Fighters. Barbarians are the Constitution fighters...Warlord fits nicely as the Charisma warrior. (and then, I suppose you'd have a Swashbuckler or Duelist or something as the Dexterity fighter to complete the list...or the Monk?...but one marginal class/theme at a time...ANYwho...) The Warlord: 1) Has an ability/trick/maneuver/whatever you want to call it that allows them to "give/spend" their combat/extra Dice on an ally's [or allies'] attack[s], granting them some bonus to hit or damage or to perform some maneuver they don't, themselves, possess ("Grab him!") or any/all of the above. 2) Has an ability/trick/maneuver/whatever you want to call it that allows them to "unlock" allies' Hit Dice within combat. OR that allows the Warlord to spend their OWN HD on their allies inside of combat? Maybe Warlords get more/extra HD as a class feature? Either option, I'm not sure should be allowed more than once per combat...but I'm flexible. 3) Has an ability/trick/maneuver/whatever you want to call it that allows them to apply a bonus to saves against fear/confusion/morale effects to allies within a certain distance of the Warlord. Maybe size of the bonus and/or area of effect scales with level...maybe not... 4) Non-combat "field medic"/mundane healing skill...to, possibly, assist in the "exploring time" stuff. i.e. You guys camp for the night? The warlord bandages folks up for an extra X hp of healing/or renewal of HD for relieving fatigue/etc...or, for literal "exploring", suppose the Thief fails a trap check and takes a crossbow bolt to the face? Or there is no Rogue and the Fighter falls into a pit? Here ya go, get back X hp/HD. No magic/spell resource drain necessary. No magic/spell -or screaming- explanation needed. Just bindin' up some wounds...something they can do outside of/in between actual combat situations to help out. 5) Non-combat negotiations/diplomacy skill...to, possibly, assist in "interacting time" stuff. (seems self-explanatory) I think that's all it needs...and none of it breaks my immersion [or hurts my feelings] or seems ridiculously "over the top" or anything. Could be a specialty...could be a Standard Class...could be available as BOTH! Maybe the specialty one has a set number/amount of bonuses they can do/spend/effect, but the full class option (obviously) would "get better"/increase as they level up... And, again, this is coming from someone who doesn't think they should be a class...but I could see something like this working out just fine if it were offered in the Standard game. Does that [or ANY of that, really] sound like it scratches the pro-Warlord pundits' itch? --SD[/s] [/QUOTE]
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