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Warlording the fighter
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<blockquote data-quote="El Mahdi" data-source="post: 6675888" data-attributes="member: 59506"><p>Command Aura/Relentless Rage/Relentless Endurance - Frankly, IMO, these simply don't accomplish what a Warlord does - whether compared with the previous edition, narratively, or real-life. Just look at how inconsistent these are with the Terminator example. Not too mention that for something like these to work, they would have to be in place before a character reached 0 HP. That would mean an aura that was either <em>always on</em>, or needs to be <em>activated/maintained</em> prior to its being needed. One of the considerations I'm following is attempting to avoid always on abilities or activating/maintaining powers in favor of <em>action economy resources </em>(spend something, something happens). Always on abilities can be overpowered and significantly change the landscape for a DM's preparations/considerations - thus limiting its likelihood of acceptance by WotC (for making an official or UA Warlord) and by the DM's which a player likely needs to convince in order to use an optional Warlord in their games. And power activation/maintenance is a design consideration expressly avoided in 5E - for obvious reasons. A reaction (the Warlord's reaction) could be used to avoid the always-on/activation problem (or use superiority dice - which btw, I hate this name - <em>action dice </em>would have been soooo much better). However, reactions are a very limited resource, and taking this approach instead of using a mechanic that provides Hit Points seems unnecessarily complicated and inconsistent to me (inconsistent with the Warlord considerations I already mentioned, and inconsistent with the form of already present mechanics - specifically, Battle Master maneuvers). Not to mention that I don't feel inclined to resort to clunkier/less-narratively-consistent mechanics just to make those that can't see outside of their own paradigms comfortable with the idea of Warlord healing. (And before your mind-reading kicks in, the <em>"those"</em> I'm referring to is not you.)</p><p></p><p></p><p></p><p></p><p>Why would you assume someone unconscious is unable to be inspired? Unconscious simply means one is not consciously aware of their surroundings; that conscious cognition has temporarily ceased. The subconscious is still working. The ears are still working. In both fictional narrative and in real-life, unconscious people are commonly roused in this manner. The attempt doesn't always work - which is why I've posited using a saving throw for such situations (when at 0 HP) - but it often does work.</p></blockquote><p></p>
[QUOTE="El Mahdi, post: 6675888, member: 59506"] Command Aura/Relentless Rage/Relentless Endurance - Frankly, IMO, these simply don't accomplish what a Warlord does - whether compared with the previous edition, narratively, or real-life. Just look at how inconsistent these are with the Terminator example. Not too mention that for something like these to work, they would have to be in place before a character reached 0 HP. That would mean an aura that was either [I]always on[/I], or needs to be [I]activated/maintained[/I] prior to its being needed. One of the considerations I'm following is attempting to avoid always on abilities or activating/maintaining powers in favor of [I]action economy resources [/I](spend something, something happens). Always on abilities can be overpowered and significantly change the landscape for a DM's preparations/considerations - thus limiting its likelihood of acceptance by WotC (for making an official or UA Warlord) and by the DM's which a player likely needs to convince in order to use an optional Warlord in their games. And power activation/maintenance is a design consideration expressly avoided in 5E - for obvious reasons. A reaction (the Warlord's reaction) could be used to avoid the always-on/activation problem (or use superiority dice - which btw, I hate this name - [I]action dice [/I]would have been soooo much better). However, reactions are a very limited resource, and taking this approach instead of using a mechanic that provides Hit Points seems unnecessarily complicated and inconsistent to me (inconsistent with the Warlord considerations I already mentioned, and inconsistent with the form of already present mechanics - specifically, Battle Master maneuvers). Not to mention that I don't feel inclined to resort to clunkier/less-narratively-consistent mechanics just to make those that can't see outside of their own paradigms comfortable with the idea of Warlord healing. (And before your mind-reading kicks in, the [I]"those"[/I] I'm referring to is not you.) Why would you assume someone unconscious is unable to be inspired? Unconscious simply means one is not consciously aware of their surroundings; that conscious cognition has temporarily ceased. The subconscious is still working. The ears are still working. In both fictional narrative and in real-life, unconscious people are commonly roused in this manner. The attempt doesn't always work - which is why I've posited using a saving throw for such situations (when at 0 HP) - but it often does work. [/QUOTE]
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