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Warlording the fighter
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<blockquote data-quote="The_Gneech" data-source="post: 6657213" data-attributes="member: 6779"><p>See, this the kind of specific, "warlords can do X which bards can't" answer I was looking for! This is something that can be addressed and a problem that can (at least theoretically) be solved. Thank you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> At least now I know what we're looking for.</p><p></p><p>Actually addressing these specific issues is a little trickier of course, but at least possible now that they've been enumerated. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> The main hurdle I see is that by default 5E doesn't have the emphasis on tactical play that 4E did. Given that fights rarely last more than 2-3 rounds and that map use is explicitly shunted off to a DMG "if you feel like it" subsystem, the whole "moving this guy into position" and "setting up that gal for a sneak attack" type of activity is something that's only going to be useful to groups that still emphasize maps and miniatures. (My own group does, so I'm sympathetic, but it's something that's gonna be on the mind of the devs.) So in some campaigns, a warlord is gonna be huge, and in others they won't have anything to do (at least in a fight) because by the time they get to shine, the fight is over.</p><p></p><p>Another big problem is trying not to pfutz with the action economy. 5E is strictly designed to be "you act on your turn, and only on your turn, except for reactions." So warlords granting people actions, moving people around and such is breaking a major system taboo. Granted, that <em>could</em> be the warlord's signature bit, but it's a giant can of worms to open.</p><p></p><p>Finally, there's the issue of team buffing. 5E didn't quite kill buffing, but definitely took it out back and gave it a severe thrashing. Heck, the cleric's bless spell only effects three targets, by giving them +1d4. That's pretty anemic compared to the days of "bless + aid + bull's strength + haste, okay open the door." The "martial leader" types in the MM, the Knight and the Hobgoblin Warlord (Hmm!) both have Leadership, which is basically spammable AoE version of Bardic Inspiration, and that's as good as it gets for rule system precedent.</p><p></p><p>If the CM/bard options don't provide enough warlordey bang for your buck and you want to do more group buffing rather than individual buffing, it does sound like trying to figure out some way to make a "spell-less" cleric (working out some kind of limitation to put on the abilities to move them away from the inherent limitations of spellcasting) may be the way you'd have to go. It's a big task, tho!</p><p></p><p>-The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 6657213, member: 6779"] See, this the kind of specific, "warlords can do X which bards can't" answer I was looking for! This is something that can be addressed and a problem that can (at least theoretically) be solved. Thank you. :) At least now I know what we're looking for. Actually addressing these specific issues is a little trickier of course, but at least possible now that they've been enumerated. ;) The main hurdle I see is that by default 5E doesn't have the emphasis on tactical play that 4E did. Given that fights rarely last more than 2-3 rounds and that map use is explicitly shunted off to a DMG "if you feel like it" subsystem, the whole "moving this guy into position" and "setting up that gal for a sneak attack" type of activity is something that's only going to be useful to groups that still emphasize maps and miniatures. (My own group does, so I'm sympathetic, but it's something that's gonna be on the mind of the devs.) So in some campaigns, a warlord is gonna be huge, and in others they won't have anything to do (at least in a fight) because by the time they get to shine, the fight is over. Another big problem is trying not to pfutz with the action economy. 5E is strictly designed to be "you act on your turn, and only on your turn, except for reactions." So warlords granting people actions, moving people around and such is breaking a major system taboo. Granted, that [i]could[/i] be the warlord's signature bit, but it's a giant can of worms to open. Finally, there's the issue of team buffing. 5E didn't quite kill buffing, but definitely took it out back and gave it a severe thrashing. Heck, the cleric's bless spell only effects three targets, by giving them +1d4. That's pretty anemic compared to the days of "bless + aid + bull's strength + haste, okay open the door." The "martial leader" types in the MM, the Knight and the Hobgoblin Warlord (Hmm!) both have Leadership, which is basically spammable AoE version of Bardic Inspiration, and that's as good as it gets for rule system precedent. If the CM/bard options don't provide enough warlordey bang for your buck and you want to do more group buffing rather than individual buffing, it does sound like trying to figure out some way to make a "spell-less" cleric (working out some kind of limitation to put on the abilities to move them away from the inherent limitations of spellcasting) may be the way you'd have to go. It's a big task, tho! -The Gneech :cool: [/QUOTE]
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