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Warlording the fighter
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<blockquote data-quote="EzekielRaiden" data-source="post: 6670801" data-attributes="member: 6790260"><p>Briefly: Healing Surges are "reserve HP" made core, and put a (mostly) hard limit on HP recovery. Each Surge restores 25% of max HP. Classes have different amounts of surges (e.g. Wizards have few, only 6+; Paladins have lots, 10+). Out of combat, a five-minute rest lets you spend any number of healing surges. In-combat, Leaders are the primary (and better) source of surges, as they all get a basic power that lets the target spend a surge plus some more HP.</p><p></p><p>While the Warlord's ability to heal actual HP is often considered very important by most (but surely not all) fans of the class, in actuality, healing wasn't really its focus, and (like all Leaders) it had its share of THP-granting powers. Shifting--essentially an extension of 3e's "five-foot step" to variable distances--was definitely at least as big a part, but not the only or even necessarily the most iconic one. Granting ally attacks, creating openings for the party, and the potential to be a "lazy" character--these are the things fans frequently talk up. ("Lazy" was a purely player-side term: a "lazy Warlord" is one that, ideally, never ever makes an attack, and instead always has someone else make an attack for them). </p><p></p><p>Further, various sub-types of Warlord granted some kind of meaningful bonus to all nearby allies (the "command radius" as described on the previous page--the area over which a commander exerts a meaningful battle presence). Bravura Presence, for example, creates a more "gamble" type approach--offense or positioning benefits when spending an Action Point, but a risk of exposing people to danger. Tactical Presence gives a hit bonus when allies use an Action Point to make an attack, encouraging a more "nova" style (hence why it's so well-loved by combat optimizers). There are a good half-dozen presence options now, so hopefully one could pick at least three (one for each mental stat) to inspire 5e equivalents.</p><p></p><p></p><p></p><p>Restricting the Warlord to exclusively THP--even if it's a lot of THP--in combat would probably not be well-received, because a non-negligible (but not necessarily "iconic" either) aspect of the Warlord is that it can <em>actually</em> pick someone back up when they're down, not merely help them briefly trudge on before the severity of their wounds kicks in. Another problem with THP that true HP healing doesn't have: THP cannot revive the dying, the PHB is very explicit about this. They can shield a character against attacks, e.g. if a dying character is given 30 THP, they would need to take at least 31 damage in order to auto-fail a death save and would need to take 30+(max HP) to suffer instant death. But they can't stabilize nor revive the dying, and that's a cool (and IMO important) thing that 4e Warlords legitimately could do.</p><p></p><p>Reaction dependence is...dicey. Uses for a character's Reaction are already highly competitive; this is why, in 4e, all of the "basic Leader powers" (e.g. the Warlord's Inspiring Word) were Minor Actions, so you could heal in addition to whatever 'major' thing you wanted to do that turn. Since the Minor Action no longer exists as such, it might be better to come up with something that works similarly, rather than laying permanent claim to the Warlord's Reaction now and forever.</p><p></p><p></p><p></p><p>Not so. All Warlords could choose one of three leadership styles:</p><p><em>Combat Leader.</em> +2 Initiative to self and all allies within 50 feet that can see and hear you.</p><p><em>Battlefront Leader.</em> Gain heavy shield proficiency, and a power that re-positions self, or one ally within 15 feet, at the start of each combat ("when you roll initiative").</p><p><em>Canny Leader.</em> +2 to Perception and Insight to all allies within 50 feet that can see and hear you.</p><p></p><p>As you can see, one of them is effectively purely non-combat in nature, and would be quite useful in an intrigue- or exploration-heavy campaign. The other two both emphasize mobility, which is somewhat harder to achieve in 5e, since it already allows characters to interleave their movement and attacks. Otherwise, the class doesn't strictly grant particularly much, from what I can tell, but most classes don't in 4e--non-combat stuff is almost purely handled by skills.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6670801, member: 6790260"] Briefly: Healing Surges are "reserve HP" made core, and put a (mostly) hard limit on HP recovery. Each Surge restores 25% of max HP. Classes have different amounts of surges (e.g. Wizards have few, only 6+; Paladins have lots, 10+). Out of combat, a five-minute rest lets you spend any number of healing surges. In-combat, Leaders are the primary (and better) source of surges, as they all get a basic power that lets the target spend a surge plus some more HP. While the Warlord's ability to heal actual HP is often considered very important by most (but surely not all) fans of the class, in actuality, healing wasn't really its focus, and (like all Leaders) it had its share of THP-granting powers. Shifting--essentially an extension of 3e's "five-foot step" to variable distances--was definitely at least as big a part, but not the only or even necessarily the most iconic one. Granting ally attacks, creating openings for the party, and the potential to be a "lazy" character--these are the things fans frequently talk up. ("Lazy" was a purely player-side term: a "lazy Warlord" is one that, ideally, never ever makes an attack, and instead always has someone else make an attack for them). Further, various sub-types of Warlord granted some kind of meaningful bonus to all nearby allies (the "command radius" as described on the previous page--the area over which a commander exerts a meaningful battle presence). Bravura Presence, for example, creates a more "gamble" type approach--offense or positioning benefits when spending an Action Point, but a risk of exposing people to danger. Tactical Presence gives a hit bonus when allies use an Action Point to make an attack, encouraging a more "nova" style (hence why it's so well-loved by combat optimizers). There are a good half-dozen presence options now, so hopefully one could pick at least three (one for each mental stat) to inspire 5e equivalents. Restricting the Warlord to exclusively THP--even if it's a lot of THP--in combat would probably not be well-received, because a non-negligible (but not necessarily "iconic" either) aspect of the Warlord is that it can [I]actually[/I] pick someone back up when they're down, not merely help them briefly trudge on before the severity of their wounds kicks in. Another problem with THP that true HP healing doesn't have: THP cannot revive the dying, the PHB is very explicit about this. They can shield a character against attacks, e.g. if a dying character is given 30 THP, they would need to take at least 31 damage in order to auto-fail a death save and would need to take 30+(max HP) to suffer instant death. But they can't stabilize nor revive the dying, and that's a cool (and IMO important) thing that 4e Warlords legitimately could do. Reaction dependence is...dicey. Uses for a character's Reaction are already highly competitive; this is why, in 4e, all of the "basic Leader powers" (e.g. the Warlord's Inspiring Word) were Minor Actions, so you could heal in addition to whatever 'major' thing you wanted to do that turn. Since the Minor Action no longer exists as such, it might be better to come up with something that works similarly, rather than laying permanent claim to the Warlord's Reaction now and forever. Not so. All Warlords could choose one of three leadership styles: [I]Combat Leader.[/I] +2 Initiative to self and all allies within 50 feet that can see and hear you. [I]Battlefront Leader.[/I] Gain heavy shield proficiency, and a power that re-positions self, or one ally within 15 feet, at the start of each combat ("when you roll initiative"). [I]Canny Leader.[/I] +2 to Perception and Insight to all allies within 50 feet that can see and hear you. As you can see, one of them is effectively purely non-combat in nature, and would be quite useful in an intrigue- or exploration-heavy campaign. The other two both emphasize mobility, which is somewhat harder to achieve in 5e, since it already allows characters to interleave their movement and attacks. Otherwise, the class doesn't strictly grant particularly much, from what I can tell, but most classes don't in 4e--non-combat stuff is almost purely handled by skills. [/QUOTE]
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