(Psi)SeveredHead
Adventurer
I kind of like the proposed warlord here, but I'd reorder the abilities and drop the healing. Tactical Instructions looks like a 1st-level ability, while Commanding Strike seems very strong.
(Psi)SeveredHead said:I kind of like the proposed warlord here, but I'd reorder the abilities and drop the healing. Tactical Instructions looks like a 1st-level ability, while Commanding Strike seems very strong.
GreyICE said:It really fails to be unique in any way.
GreyICE said:Instead of the Fighter doing damage, the Fighter-Warlord does damage... with other people! Instead of the fighter parrying damage the fighter parries damage... for other people! and only when it knocks them unconscious, but we can quibble about bad mechanics if the entire concept even worked) It lets someone move... 5 feet!It can't possibly provide healing to replace the cleric (because... I dunno).
GreyICE said:Where's the ability to really change the flow of combat, like Lamb to the Slaughter provides? Where's the nifty do-over ability No Gambit is Wasted provides? Where's the game-changing ability of Reorient the Axis or the cool and flavorful fun of Provoke Overextension?
GreyICE said:I think I finally understand why people think the Warlord can be rolled into the fighter. They don't know what a Warlord is.
I really think it should be mandatory that anyone who does one of these writeups must have ACTUALLY PLAYED A WARLORD FOR AT LEAST SIX MONTHS.
a) What healing? You mean the specialty? Yeah, part of the deal with those is that it's expected to swap 'em out.![]()
b) Something I noticed about the 5e Maneuvers is that they don't have prerequisites or level limits or even actual class limits. If you were a rogue, you could fill up your entire list of maneuvers from things fighters get at level 10, hypothetically. I think it's really cool like that -- they're all the same "tier," so they're easy to mix-n-match.
Your main problem here seems to be the lack of martial daily or encounter powers, which isn't something within the scope of what I'm doing.
Where's the ability to really change the flow of combat, like Lamb to the Slaughter provides? Where's the nifty do-over ability No Gambit is Wasted provides? Where's the game-changing ability of Reorient the Axis or the cool and flavorful fun of Provoke Overextension?
1) No idea. Been a long time since I looked abilities up in a book.Not in the 4e PH it seems (unless I've missed them). Just so I don't get too lost, which book are those from?
I do like the idea of seeing the field of battle and manipulating it (just not shouting to seal up gaping wounds)...
Some of those are pretty powerful. What mechanic would you use to control how often they can be used (does it fit with the other 5e mechanics and record keeping).
Why can't those abilities couldn't be subbed in for different fighter feats/whatnot to allow the character design to range from mostly controlling to all hacking and slashing, with everything in between?