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Version 6 of my Homebrewed Warlord class!
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<blockquote data-quote="Undrave" data-source="post: 8314094" data-attributes="member: 7015698"><p>But they can't reach that DPR without that ally there. The balancing act I'm faced with here is that I don't want the Warlord player to just think "I might as well play the Fighter/Barbarian/Cleric/Paladin and just attack myself!" so I can't make the 'indirect DPS' of the Warlord basically the same thing as the 'direct DPS' of those Martial class ya know? Otherwise, what's the point of being a support if your presence doesn't make everybody else stronger than if you were just another Fighter? </p><p></p><p>I could drop the Insight to D4s, but, let's be honest, nobody likes rolling those <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>I would be fiddly but I could always add a clause that you can't use Battlefield Insight on someone you targetted with a Shout?</p><p></p><p></p><p>Tools are kinda cheap, I treat them more like ribbons... Skills wise, I built this thing by taking the Rogue's class table and doing substitutions in ways I felt made sense (the Rogue is a Class STUFFED to the gill!). I cut one skill to replace it with medium armor proficiency, for exemple. </p><p></p><p>It's admitedly a more bulky character than a Rogue but I anticipated that a Warlord would treat CON as their third best stat (hence why I gave them D10 instead of D8 HD, I expect lower CON), and the Rogue is full of defensive ability, right from level 2 where they can disengage as a bonus action, and they use DEX for a lot of their stuff, so over 20 level I felt like it balanced itself out to more or less the same durability. A Rogue would just probably avoid damage entirely far more often than a Warlord, but the Warlord will have better bulk to take that damage, ya know? </p><p></p><p></p><p>Hm... that seems about right now that you put that way. </p><p></p><p>I still feel like being able to Help at a distance is a solid ability to have for a support character. Do you have a suggestion for where I could slide in THAT ability? And what do I do with the upgrade to that feature at later level now? Hmm...</p><p></p><p>That said, if I give up the expose weakness aspect I might as well give up the whole 'recharge the battle ressource as you do battle' schtick then, right? Since there isn't as many ability that drain Insight Dice... replace Improved Accuracy with ability that goes something lik ... "grant a 1d6 bonus to attack as a reaction" instead of advantage.</p><p></p><p></p><p>Hmm... You do see the problem I have with this shout though, right? If I keep it to simply giving the extra attack, it means the Warlord can't interact with spellcasters at all. It's why I didn't go for the obvious, and frankly simpler, "The target can spend their reaction to make an Attack". </p><p></p><p>What about my proposed suggestion that the ally gets to pick between the extra attack OR a damage bonus? Or do I just make it a plain damage bonus and cut out the extra attack entirely for simplicity's sake? I guess there are situations where the extra attack would be more useful (like, if you're surrounded by enemies you can already fell in one hit, it would be advantageous to get to attack an extra one? Or for a Champion or Paladin looking for another shot at a critical hit?). </p><p></p><p>Anyway, thank you for these comments! I knew starting this whole process that I wanted to start over powered and rein it in as I went on with my revision (like they do with UAs) because it's way easier to tone down something than to come up with a new ability because a level is too weak.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8314094, member: 7015698"] But they can't reach that DPR without that ally there. The balancing act I'm faced with here is that I don't want the Warlord player to just think "I might as well play the Fighter/Barbarian/Cleric/Paladin and just attack myself!" so I can't make the 'indirect DPS' of the Warlord basically the same thing as the 'direct DPS' of those Martial class ya know? Otherwise, what's the point of being a support if your presence doesn't make everybody else stronger than if you were just another Fighter? I could drop the Insight to D4s, but, let's be honest, nobody likes rolling those :p I would be fiddly but I could always add a clause that you can't use Battlefield Insight on someone you targetted with a Shout? Tools are kinda cheap, I treat them more like ribbons... Skills wise, I built this thing by taking the Rogue's class table and doing substitutions in ways I felt made sense (the Rogue is a Class STUFFED to the gill!). I cut one skill to replace it with medium armor proficiency, for exemple. It's admitedly a more bulky character than a Rogue but I anticipated that a Warlord would treat CON as their third best stat (hence why I gave them D10 instead of D8 HD, I expect lower CON), and the Rogue is full of defensive ability, right from level 2 where they can disengage as a bonus action, and they use DEX for a lot of their stuff, so over 20 level I felt like it balanced itself out to more or less the same durability. A Rogue would just probably avoid damage entirely far more often than a Warlord, but the Warlord will have better bulk to take that damage, ya know? Hm... that seems about right now that you put that way. I still feel like being able to Help at a distance is a solid ability to have for a support character. Do you have a suggestion for where I could slide in THAT ability? And what do I do with the upgrade to that feature at later level now? Hmm... That said, if I give up the expose weakness aspect I might as well give up the whole 'recharge the battle ressource as you do battle' schtick then, right? Since there isn't as many ability that drain Insight Dice... replace Improved Accuracy with ability that goes something lik ... "grant a 1d6 bonus to attack as a reaction" instead of advantage. Hmm... You do see the problem I have with this shout though, right? If I keep it to simply giving the extra attack, it means the Warlord can't interact with spellcasters at all. It's why I didn't go for the obvious, and frankly simpler, "The target can spend their reaction to make an Attack". What about my proposed suggestion that the ally gets to pick between the extra attack OR a damage bonus? Or do I just make it a plain damage bonus and cut out the extra attack entirely for simplicity's sake? I guess there are situations where the extra attack would be more useful (like, if you're surrounded by enemies you can already fell in one hit, it would be advantageous to get to attack an extra one? Or for a Champion or Paladin looking for another shot at a critical hit?). Anyway, thank you for these comments! I knew starting this whole process that I wanted to start over powered and rein it in as I went on with my revision (like they do with UAs) because it's way easier to tone down something than to come up with a new ability because a level is too weak. [/QUOTE]
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