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Warlord Variant Class Draft
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<blockquote data-quote="GreenTengu" data-source="post: 6330938" data-attributes="member: 6777454"><p>Hmm..</p><p></p><p>Okay, a few things off the bat.</p><p></p><p>The Tactician thing still has them relying on interrupts. I think 5E is striving to get back to a cleaner turn structure. So a class ability that is designed to interrupt actions between two other people on the battlefield is not something you want to go for.</p><p></p><p>You ought to affect the battle primarily when you use your own actions, otherwise you should have static defenses. Focus more on perhaps increasing the potency of your allies actions either through your actions or statically by your mere presence or grant them additional static defenses with your actions.</p><p></p><p>Intimidation is being leveraged as the skill way too often in this build. The class is unplayable without this particular skill. That might not be so good.</p><p></p><p>Are temporary hit points even a thing in basic D&D? Either make them hit points or don't, but there is no need to be wishy-washy about it. The Fighter can already restore its own hit points through the second wind ability, so you have your justification for healing through morale boost.</p><p></p><p>Most opponents don't have levels, they are measured merely by CR. Now, to be fair, CR is basically their level divided by 4 (so CR 1/4 is a first level, CR 1/2 is a second level and so forth). But as written, the battle renown has little effect.</p><p></p><p>And Combat Challenge is kind of iffy since the leader in encounters is not always clear.</p><p></p><p>Also, with no henchmen or animal companion module in D&D basic, the whole concept of Warband will get really dicey and troublesome.</p><p></p><p>Finally, of course, there is the issue that they just simply stop having features at all starting from 8th level. The fighter gains something of value every single level from 1st to 20th, even if the value of the ability isn't so great.</p><p></p><p>I tried making a Warlord myself two or three times during the D&D playtest. I'll tell you what could be helpful.</p><p></p><p>What you are going to want to do is lay out the Cleric and the Fighter. Keep hit points closer to the cleric, more or less use the cleric for your template. Trade out any blatantly magical or holy Cleric abilities for Fighter abilities (or possibly Rogue abilities!) of roughly equivalent level and power.</p><p></p><p>And as for their unique abilities, look at cleric spells that you think could be turned into potential abilities. Think about the level you want to give access to the ability.</p><p></p><p>If a Cleric can do it as a cantrip or more than 6 times a day, then just make it a standard action that can be done any time.</p><p>If a Cleric can do it about 4 times a day, then it is fine to be a short-rest rechargeable ability.</p><p>If a Cleric can do it only once a day then it should be a long rest rechargeable.</p><p></p><p>Of course, the advantage that the Cleric has is that those things that start off as once per a day end up becoming spells they can use without any real expense and those spells improve.</p><p></p><p>But when gaining a standard feat, it'll be extraordinarily hard to pull it off. You can do it to some degree (Fighter's Action Surge shows how to do it) but you don't want to do that with too many abilities. Instead you are probably going to want the potency to increase depending on level or proficiency bonus.</p><p></p><p>But... these are just my more or less unordered thoughts. I hope something among them can help you.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6330938, member: 6777454"] Hmm.. Okay, a few things off the bat. The Tactician thing still has them relying on interrupts. I think 5E is striving to get back to a cleaner turn structure. So a class ability that is designed to interrupt actions between two other people on the battlefield is not something you want to go for. You ought to affect the battle primarily when you use your own actions, otherwise you should have static defenses. Focus more on perhaps increasing the potency of your allies actions either through your actions or statically by your mere presence or grant them additional static defenses with your actions. Intimidation is being leveraged as the skill way too often in this build. The class is unplayable without this particular skill. That might not be so good. Are temporary hit points even a thing in basic D&D? Either make them hit points or don't, but there is no need to be wishy-washy about it. The Fighter can already restore its own hit points through the second wind ability, so you have your justification for healing through morale boost. Most opponents don't have levels, they are measured merely by CR. Now, to be fair, CR is basically their level divided by 4 (so CR 1/4 is a first level, CR 1/2 is a second level and so forth). But as written, the battle renown has little effect. And Combat Challenge is kind of iffy since the leader in encounters is not always clear. Also, with no henchmen or animal companion module in D&D basic, the whole concept of Warband will get really dicey and troublesome. Finally, of course, there is the issue that they just simply stop having features at all starting from 8th level. The fighter gains something of value every single level from 1st to 20th, even if the value of the ability isn't so great. I tried making a Warlord myself two or three times during the D&D playtest. I'll tell you what could be helpful. What you are going to want to do is lay out the Cleric and the Fighter. Keep hit points closer to the cleric, more or less use the cleric for your template. Trade out any blatantly magical or holy Cleric abilities for Fighter abilities (or possibly Rogue abilities!) of roughly equivalent level and power. And as for their unique abilities, look at cleric spells that you think could be turned into potential abilities. Think about the level you want to give access to the ability. If a Cleric can do it as a cantrip or more than 6 times a day, then just make it a standard action that can be done any time. If a Cleric can do it about 4 times a day, then it is fine to be a short-rest rechargeable ability. If a Cleric can do it only once a day then it should be a long rest rechargeable. Of course, the advantage that the Cleric has is that those things that start off as once per a day end up becoming spells they can use without any real expense and those spells improve. But when gaining a standard feat, it'll be extraordinarily hard to pull it off. You can do it to some degree (Fighter's Action Surge shows how to do it) but you don't want to do that with too many abilities. Instead you are probably going to want the potency to increase depending on level or proficiency bonus. But... these are just my more or less unordered thoughts. I hope something among them can help you. [/QUOTE]
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