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lowkey13
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Re: temp HP, I support that much more than straight up healing. I know for some, there is little or no distinction between the two, but in my mind when I visualize what a warlord does, it's all about inspiration, and temp hp models that much better than actual healing of hp. IMO anyway. Obviously YMMV
Well, if you want more substantive feedback from my perspective (and I really did mean that this is an impressive first draft off the top of your head):
1. It's not that you're required to have the subclass/archetypes; however, a common thing that I see is that a lot of Warlord fans like to make subclasses that have different key-ed abilities. (This is an int-build, this is a wisdom build, etc.). This seems to go against the core class building ideas in 5e; a class should have a primary ability (or two primary abilities) and two saving proficiencies. The subclass does not alter this in the core (PHB) rules.
This doesn't mean that other abilities may not be important to a subclass (intelligence and the Eldritch Knight being an easy example), but I would be hesitant to say that a subclass is "based" on a different ability than the main class, since that gets away from the general design of the core classes. Know what I mean?
2. I think it is unlikely that you'll get a "War" or "Martial" splat book. So you'd need either a setting (Dragonlance?) or an AP (like Saltmarsh and seafaring).
3. People say that a lot of Warlord features are spread throughout 5e; you'd need to be more specific about what you'd want for that. Something like healing (Paladin lay on hands, Monk's healing) isn't a big ask. Other issues like initiative and modifying what other characters are doing will require more thought. It would also require a great deal of work within the action economy of 5e, which is limited (Action, Reaction, Bonus Action), especially if you're already mucking with initiative.
4. I remain concerned about the TOTM/Grid implications. There may be a lot features that 5e has that you can use, but it's also true that some features in 5e are much more grid-friendly than others. (For example, mobile is a great feat if you use grid combat, and a mediocre feat at best without a grid). While 5e does a good job, overall, of balancing them, putting too many "grid" features in the purview of one class would make it useless for a lot of players. Others have mentioned that 13th Age has a successful Warlord-style TOTM class, that might be something to borrow from.
5. Finally, if you wanted to do a deep dive, I would probably take either a monk chassis and swap out abilities and see how it goes, or take a spellcaster chassis and use "equivalent" spells. The monk might be better, and you can switch out "ki" for, I don't know, "yelling arms on points."
HA! C'mon, I had to put a joke in somewhere. Did I get that right?
Well, if you want more substantive feedback from my perspective (and I really did mean that this is an impressive first draft off the top of your head):
1. It's not that you're required to have the subclass/archetypes; however, a common thing that I see is that a lot of Warlord fans like to make subclasses that have different key-ed abilities. (This is an int-build, this is a wisdom build, etc.). This seems to go against the core class building ideas in 5e; a class should have a primary ability (or two primary abilities) and two saving proficiencies. The subclass does not alter this in the core (PHB) rules.
2. I think it is unlikely that you'll get a "War" or "Martial" splat book.
4. I remain concerned about the TOTM/Grid implications. There may be a lot features that 5e has that you can use, but it's also true that some features in 5e are much more grid-friendly than others. (For example, mobile is a great feat if you use grid combat, and a mediocre feat at best without a grid). While 5e does a good job, overall, of balancing them, putting too many "grid" features in the purview of one class would make it useless for a lot of players. Others have mentioned that 13th Age has a successful Warlord-style TOTM class, that might be something to borrow from.
Tactical Points. Or Tactical Dice, with a battlemaster/bard model. There are other options though.5. Finally, if you wanted to do a deep dive, I would probably take either a monk chassis and swap out abilities and see how it goes, or take a spellcaster chassis and use "equivalent" spells. The monk might be better, and you can switch out "ki" for, I don't know, "yelling arms on points."
Which attribute is 'important' is pretty flexible in 5e, anyway, especially for weapon-using classes, as they can fairly seamlessly go DEX or STR. And, I believe sub-classes can & do have abilities that key off an attribute, which, along with what you describe above - essentially how it worked in 4e, anyway - could give different sub-classes different 'de-facto' secondary attributes (primary for a 5e weapon-user generally being STR or DEX, of course - not that I should be repeating myself in such a short post).As lowkey13 mentioned, I don't think it's in alignment with 5e design to have a subclass alter which attribute is important. However, I think you can have the maneuvers/abilities be impacted by various attributes. So maybe there are a half dozen maneuvers that are impacted by INT, and others impacted by WIS. That way you can build your warlord around a key attribute without having it mandated
There's no disconnect. Really, virtually all the sorts of things the warlord did are already present in 5e, in various forms, often no more than one very weak example of each, scattered about in ways that can't be combined into one character to do even a fraction of what a straightforward Warlord build could do.I agree with you that probably 75% of what a warlord does is already in the game on some level, and what I seem to be gathering from these discussions is a disconnect between "The warlord is already there between class/subclass/feats" and "Us warlord fans are ignored and forsaken."
Temp hps and hp restoration are very different mechanics in spite of both being hp-denominated, most clearly, the former is proactive & the latter reactive, and both are vital to a decent support character. It happens, IIRC, that the 5e cleric does a lot more healing than temp-granting, for instance, and it might be interesting if the Warlord had the reverse emphasis.temp HP, I support that much more than straight up healing. I know for some, there is little or no distinction between the two, but in my mind when I visualize what a warlord does, it's all about inspiration, and temp hp models that much better than actual healing of hp.
Well the Battlemaster has Commander's Strike, Rally, Distracting Strike and Maneuvering Strike.
The Purple Dragon Knight has abilities to spread the Fighter class features around.
There's the Inspiring Leader and Healer feats
The Mastermind can use 'Help' at a distance of 15 feet and use it as a Bonus Action.
Bards have Inspiration and Guidance is also a thing
As for initiative, I was thinking of a flat bonus to initiative in a certain radius (+Warlord INT x2) and then maybe grant the Warlord the ability to delay as a unique 'schtick' without having to ready an action, something nobody else can do.
The PDK fans?2. But then there's going to be the opposite issue; while 5e has almost no niche protection, you might get pushback from people who are fans of the various classes and subclasses you are taking abilities from if you stripmine all of their best abilities to put into a single class.