Undrave
Legend
Yes, it's that time again! I've furthered tweaked my Warlord class. You can find version 6 here: The Warlord V6 - The Homebrewery
Note that the Homebrewery works best when displayed on Chrome and Firefox.
I tried to simplify the progression of Insight Dice a little more by just adding a column to the Warlord class table that tells you how many Insight Dice you add to your pool when using the Attack action at various levels. I don't know if its simpler or not that way but I'm hoping it at least makes it less wordy? It's slightly better than before too, but not by much.
So, this time around, I've finally relented and took out the MAD aspect of the class by removing CHA/INT/WIS from the Shout class feature. I kept them in the Warlord Presence and Subclass, but I also weakened the Presence by only keeping the on initiative effects. I think @Stalker0 and @Tinker-TDC (and @Asisreo even) might appreciate it.
Renamed 'Expose Weakness' into 'Insightful Aid' and made it, by default, let you Help at 30 feet. I did keep the Expose Weakness aspect at 15 feet, however, for both thematic reason and to promote the Warlord moving around more. I cut the one weakness that reduced damage because it felt really wonky compared to the others. I know Stalker wanted me to lower the cost for Expose Weakness but I kept it in for now. I've also made a few tweaks to the various weaknesses so they're simpler, even if it made them a little strong. I I like my model of effect the target can end by wasting an action. It's easy to get rid of for them but it still helps lower their efficiency in battle.
I'm frankly wondering if I should just cut the entire 'expose weakness' aspect, keep the simple Help at 30 feet aspect and then find some more Battlefield Insight uses for level 7 instead? Just to better promote the Warlord's relationship with reactions?
Speaking of reactions, I've made the extra reaction the big upgrade of level 11 (alongside a buff to the number of d6 your attack adds to your pool) and baked in a further extra one at level 15. If I were to refocus more of the design space on reactions that might come in earlier?
I moved Booming Voice to 14, but I included a buff to the reach of your Shouts as an extra feature of it so it's more than just a ribbon. Did cut the Intimidate expertise but it didn't seem to fit as much.
I replaced the 18th level feature with Legendary Presence. Originally, only the White Raven Tactician could expand the reach of their Presence but I decided to hand it out to the main class as an epic feature. It also includes a major debuff to enemy Initiative. I don't know if this one just comes on too late in the progression? I frankly had no idea what to slap on that level. Maybe it doesn't matter?
When it comes to the subclass I didn't change much from last time. A few tightening of wording, adding more words to other (mostly for the sake of column breaks, the column break function isn't great on Homebrewery), changing a few boring 'Bonus Proficiency' to more evocative names.
I did give the Ballistarius the Archery Fighting style, since it's meant to be a ranged combatant and simply gaining weapon prof. was boring. I also powered down Squadmaster from 2 additional target to just 1.
The Rabble Rouser lost the Shout buffs to their Ambusher Presences and I reworded them a little. I'm not sure if Surmounting Presence is that great however.
White Raven Tactician got a buff to their own fighting prowess at 13th level in exchange for stealing their Presence expansion buff. I gave them Analytical Warrior, which adds half their INT mod to attack rolls and damage rolls. Full INT mod to either felt too strong, but half mod to just one felt too weak, so I split the difference.
Thanks to @Quartz and @Disgruntled Hobbit for their comment last time. I'm also hoping @FrogReaver will take a look and have some comment of his own.
I'm still not 100% certain of this version. I feel like I still got a lot of fiddliness to cut down on, but at this point I'm not sure what elements to better focus on and which ones to jettison. I also don't know how broken or weak my subclasses are at this point (I'm also open to suggestions for more subclasses!). I know it's more complicated than a lot of warriors types, but it's kind of the point. Does this sound like a class that would be interesting to play both in and out of combat? Does it have sufficiently interesting things to do out of combat? Are its ability impactful enough considering their at-will aspects? Can it play nice well enough with Spellcasters or are its abilities just good with Martial types? Or is it simply busted, a Power Gamer's dream and a staple in all optimized parties?
Thanks in advance to anyone willing to comment and I hope I'm not annoying you all with this process of mine.
Note that the Homebrewery works best when displayed on Chrome and Firefox.
I tried to simplify the progression of Insight Dice a little more by just adding a column to the Warlord class table that tells you how many Insight Dice you add to your pool when using the Attack action at various levels. I don't know if its simpler or not that way but I'm hoping it at least makes it less wordy? It's slightly better than before too, but not by much.
So, this time around, I've finally relented and took out the MAD aspect of the class by removing CHA/INT/WIS from the Shout class feature. I kept them in the Warlord Presence and Subclass, but I also weakened the Presence by only keeping the on initiative effects. I think @Stalker0 and @Tinker-TDC (and @Asisreo even) might appreciate it.
Renamed 'Expose Weakness' into 'Insightful Aid' and made it, by default, let you Help at 30 feet. I did keep the Expose Weakness aspect at 15 feet, however, for both thematic reason and to promote the Warlord moving around more. I cut the one weakness that reduced damage because it felt really wonky compared to the others. I know Stalker wanted me to lower the cost for Expose Weakness but I kept it in for now. I've also made a few tweaks to the various weaknesses so they're simpler, even if it made them a little strong. I I like my model of effect the target can end by wasting an action. It's easy to get rid of for them but it still helps lower their efficiency in battle.
I'm frankly wondering if I should just cut the entire 'expose weakness' aspect, keep the simple Help at 30 feet aspect and then find some more Battlefield Insight uses for level 7 instead? Just to better promote the Warlord's relationship with reactions?
Speaking of reactions, I've made the extra reaction the big upgrade of level 11 (alongside a buff to the number of d6 your attack adds to your pool) and baked in a further extra one at level 15. If I were to refocus more of the design space on reactions that might come in earlier?
I moved Booming Voice to 14, but I included a buff to the reach of your Shouts as an extra feature of it so it's more than just a ribbon. Did cut the Intimidate expertise but it didn't seem to fit as much.
I replaced the 18th level feature with Legendary Presence. Originally, only the White Raven Tactician could expand the reach of their Presence but I decided to hand it out to the main class as an epic feature. It also includes a major debuff to enemy Initiative. I don't know if this one just comes on too late in the progression? I frankly had no idea what to slap on that level. Maybe it doesn't matter?
When it comes to the subclass I didn't change much from last time. A few tightening of wording, adding more words to other (mostly for the sake of column breaks, the column break function isn't great on Homebrewery), changing a few boring 'Bonus Proficiency' to more evocative names.
I did give the Ballistarius the Archery Fighting style, since it's meant to be a ranged combatant and simply gaining weapon prof. was boring. I also powered down Squadmaster from 2 additional target to just 1.
The Rabble Rouser lost the Shout buffs to their Ambusher Presences and I reworded them a little. I'm not sure if Surmounting Presence is that great however.
White Raven Tactician got a buff to their own fighting prowess at 13th level in exchange for stealing their Presence expansion buff. I gave them Analytical Warrior, which adds half their INT mod to attack rolls and damage rolls. Full INT mod to either felt too strong, but half mod to just one felt too weak, so I split the difference.
Thanks to @Quartz and @Disgruntled Hobbit for their comment last time. I'm also hoping @FrogReaver will take a look and have some comment of his own.
I'm still not 100% certain of this version. I feel like I still got a lot of fiddliness to cut down on, but at this point I'm not sure what elements to better focus on and which ones to jettison. I also don't know how broken or weak my subclasses are at this point (I'm also open to suggestions for more subclasses!). I know it's more complicated than a lot of warriors types, but it's kind of the point. Does this sound like a class that would be interesting to play both in and out of combat? Does it have sufficiently interesting things to do out of combat? Are its ability impactful enough considering their at-will aspects? Can it play nice well enough with Spellcasters or are its abilities just good with Martial types? Or is it simply busted, a Power Gamer's dream and a staple in all optimized parties?
Thanks in advance to anyone willing to comment and I hope I'm not annoying you all with this process of mine.