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lowkey13
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I actually started to post a reply, pointing out examples that could be pulled together for that purpose - but then started experiencing deja vu and I realised I was pretty sure I already did it somewhere in this vast continent of a thread.The argument that there needs to be more tactically heavy rules for a Warlord to be viable is just one more turd on the mountain of BS. There are Warlordesque abilities throughout 5e that if pulled together then cleaned up would work. Granting extra movement and attacks, coordinating initiative or bonuses to hit or damage do not require heavy tactical rules.
And again this a fault/feature of the rules system. Adding a class will not magically fix it.
The tactical planning - which the players do, not the characters - takes the rules system into account. If something won't work because of they rules you need to come up with a plan that will work with those rules or play a different game.
Tactical planning -i.e. playing well - brings it's own benefit. The warlord brings mechanical benefits for pretend tactical planning.
They do. The problem is people are calling things a strawman because it wasn't what they where arguing, ignoring the fact that other people - ostensibly on the same "side" - where making that argument.If I didn't know better I might even be convinced that different posters hold their own individual divergent viewpoints.