Tony Vargas
Legend
Rather than demand honesty, I thank folks for it when it comes up.I don't care if you disagree with me, I really don't. Just be honest whilst doing so.
For instance, some years ago now, in some discussion of game balance in 5e, one avatar/handle said words to the effect of "but, wizards are supposed to be better."
In response to which I had no argument or rejoinder, so I just said "thank you for your honesty."
In the case Hussar mentioned, a coordinated charge, simply adding a maneuver that allowed you to charge, that also allowed each of your allies to charge as a reaction, would do it. Probably a bit much for a BM maneuver, but they're very limited, by necessity, since they're all accessible at 3rd level.And again this a fault/feature of the rules system. Adding a class will not magically fix it.
Meta-gaming, sure.The tactical planning - which the players do, not the characters - takes the rules system into account. If something won't work because of the rules you need to come up with a plan that will work with those rules.
Nod. So planning, tactical or strategic, through most of D&D's history, has been primarily about managing spell resources. A lot of 'tactical play' in 3e could revolve around pre-buffing and targeted Dispel Magic, for instance.Tactical planning -i.e. playing well - brings it's own benefit.
Exactly. Just as the wizard brings mechanical benefits for pretend spellcasting, or the Champion for pretend sword-swinging, or the Rogue for pretend lock-picking. It's mechanics represent the character's abilities, which the player need not share. It's foundational to a TTRPG, really, modeling the abilities of the character independent of the abilities of the player.The warlord brings mechanical benefits for pretend tactical planning.
There's really only been one version of it, so it can't be that hard to see. The issue is just how to bring it into 5e, a game which is much more resource-heavy, higher-versatility, lower-customizability, and higher-power... but, on the plus side, very strongly DM-mediated.One thing that seems clear over the past 5 years is that no one agrees totally on what a warlord should look like.
Of course, it's a problem that has only gotten worse, and will continue to get worse, the longer it takes an official version to appear, as people will get entrenched with whatever 3pp or hypothetical gets their fancy.
It's the most obvious avenue of development, and it'd be no more 'stepping on' the battlemaster than the wizard is stepping on the EK & AT. 5e design is pretty free with mixing a dash of one class within sub-class of another.I see no way around stepping on the battlemaster on some level, but that would be a way to do it without introducing a brand new set of mechanics (which 5e is loathe to do).
It'd have to go a lot further than the BM, though, as it's maneuvers are essentially 1st-level appropriate in scope & variety.
Also, CS dice are focused on the personal superiority of the BM in combat, consistently adding to his damage, for instance, so Warlord maneuvers might be powered by something else.... HD or inspiration or something...?
...see, now I'm throwing out ideas that I might risk getting invested in, which'll only make any official warlord that much harder to like...
...really, really should've just been in the PH, would've saved a lot of trouble.
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