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*Dungeons & Dragons
Warlording the fighter
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<blockquote data-quote="Jester David" data-source="post: 6672385" data-attributes="member: 37579"><p>It's certainly a risky move. But it keeps someone in the fight and gives people a chance to heal them before the enemy attacks again. It's not a good idea to use it when outnumbered, which means it's situation. That keeps in balanced, and a strategic element is always good to have in warlord powers. If it was a higher level power it would also reduce the chances of a single attack killing the character at 0hp, since it needs to do a lot of damage. </p><p></p><p>Did up a maneuver version for my <a href="http://www.5mwd.com/archives/2383#commander" target="_blank">commander subclass</a>: </p><p><strong>Stand and Fight. </strong>When a friendly creature that can see and hear you is reduced to 0 hit points, you can expend one superiority die and use your reaction to keep the creature fighting. The creature is still dying but remains conscious until it fails a death saving throw. Until the creature dies or reaches 1 hit point, it can add the superiority die to a death saving throw of its choice, and can decide to use the superiority die before or after rolling the death saving throw.</p><p></p><p></p><p>Yup. And I stand by those statements. </p><p>Touching things that affect modularity should be limited and done very, very carefully. Like how some classes touch on critical hits - another potential subject for house rules. It's hard to consider a critical hit change without being super familiar with the barbarian, half-orc, and champion fighter. It makes it harder for the DM to make the game their own. That should be discouraged. </p><p></p><p>Having a class that changes how Hit Dice are spent crosses a line. Because that's pure DM territory. However, a class that has a small pool of Hit Dice it can hand out that can be spent like regular hit Dice, that's different. Because it's neutral to how long a short rest is, how Hit Dice are spent, and the like. It works <em>with</em> the modularity. </p><p></p><p>This is the compromise part I talked about earlier. I'm willing to change my position on Hit Dice class features <em>if</em> the rule is workable. </p><p>I've been willing to compromise on the existence of a warlord, that it should be part of classes and not a background/feat, that it could be a full class and not a subclass, and even that it should be front-loaded to work in much of what it did during 4e at low levels. And now I'm saying, "hey, this way of touching on Hit Dice healing is workable".</p><p>How about you?</p></blockquote><p></p>
[QUOTE="Jester David, post: 6672385, member: 37579"] It's certainly a risky move. But it keeps someone in the fight and gives people a chance to heal them before the enemy attacks again. It's not a good idea to use it when outnumbered, which means it's situation. That keeps in balanced, and a strategic element is always good to have in warlord powers. If it was a higher level power it would also reduce the chances of a single attack killing the character at 0hp, since it needs to do a lot of damage. Did up a maneuver version for my [URL="http://www.5mwd.com/archives/2383#commander"]commander subclass[/URL]: [B]Stand and Fight. [/B]When a friendly creature that can see and hear you is reduced to 0 hit points, you can expend one superiority die and use your reaction to keep the creature fighting. The creature is still dying but remains conscious until it fails a death saving throw. Until the creature dies or reaches 1 hit point, it can add the superiority die to a death saving throw of its choice, and can decide to use the superiority die before or after rolling the death saving throw. Yup. And I stand by those statements. Touching things that affect modularity should be limited and done very, very carefully. Like how some classes touch on critical hits - another potential subject for house rules. It's hard to consider a critical hit change without being super familiar with the barbarian, half-orc, and champion fighter. It makes it harder for the DM to make the game their own. That should be discouraged. Having a class that changes how Hit Dice are spent crosses a line. Because that's pure DM territory. However, a class that has a small pool of Hit Dice it can hand out that can be spent like regular hit Dice, that's different. Because it's neutral to how long a short rest is, how Hit Dice are spent, and the like. It works [I]with[/I] the modularity. This is the compromise part I talked about earlier. I'm willing to change my position on Hit Dice class features [I]if[/I] the rule is workable. I've been willing to compromise on the existence of a warlord, that it should be part of classes and not a background/feat, that it could be a full class and not a subclass, and even that it should be front-loaded to work in much of what it did during 4e at low levels. And now I'm saying, "hey, this way of touching on Hit Dice healing is workable". How about you? [/QUOTE]
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