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The Warlord shouldn't be a class... change my mind!
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<blockquote data-quote="Tony Vargas" data-source="post: 7887100" data-attributes="member: 996"><p>Rather than demand honesty, I thank folks for it when it comes up.</p><p></p><p>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 <em>supposed </em>to be better."</p><p></p><p>In response to which I had no argument or rejoinder, so I just said "thank you for your honesty."</p><p></p><p>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.</p><p></p><p>Meta-gaming, sure.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.</p><p></p><p>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.</p><p></p><p>There's really only been one version of it, so it can't be <em>that</em> 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. </p><p></p><p>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.</p><p></p><p>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.</p><p>It'd have to go a lot further than the BM, though, as it's maneuvers are essentially 1st-level appropriate in scope & variety.</p><p>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...?</p><p></p><p>...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...</p><p></p><p>...really, <em>really </em>should've just been in the PH, would've saved a lot of trouble.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7887100, member: 996"] Rather than demand honesty, I thank folks for it when it comes up. 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 [I]supposed [/I]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. Meta-gaming, sure.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. 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. There's really only been one version of it, so it can't be [I]that[/I] 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. 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. 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, [I]really [/I]should've just been in the PH, would've saved a lot of trouble. [/QUOTE]
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