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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="Jester David" data-source="post: 6144306" data-attributes="member: 37579"><p>"Because there's room to add the mechanic" is a pretty soft reason to add a mechanic.</p><p>And we've seen encounter powers with the warlock and the fighter pretty much has encounter powers in this iteration. Just because they'd not bolded "encounter power!!" doesn't mean they don't exist. And there are plenty of daily powers so I don't see where you're coming from there.</p><p></p><p>There's plenty of room in the action economy as well. You just have to be creative. As you state below it's easy to allow the warlord to trigger reactions. The warlord attacks and an ally can use their reaction to move. The warlord takes an action but does not attack and an ally can spend their reaction to attack. The warlord spends an action to activate a unique power (battle strategy or something) and all allies that can see and hear him can move 10 feet or gain some pre-set bonus.</p><p></p><p></p><p>Because classes get far fewer cool tricks at first level in Next. And in general. Warlords can't do it all.</p><p></p><p></p><p>Nothing would be imbalancing but that's too much to do at first level. </p><p>A cleric can heal twice at first level and channel divinity. If the warlord can heal an equivalent amount once they can do two other things once a day. But daily powers don't fit a martial class, so they can do one less sexy thing roughly once an Encounter. </p><p> </p><p>So if they have a heal, at first level they might be able to grant out-of-turn movement and maybe so small minor power. That's it. Warlord, the class that lets you move an extra 15 feet each battle. Bask in its glory.</p><p>Warlords would be far better off if healing were ignored and they instead had a couple cool powers to choose from each encounter. </p><p></p><p></p><p>Which is the catch. Including it as a class mandates how I view hitpoints. The base assumption becomes hitpoints = gumption.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6144306, member: 37579"] "Because there's room to add the mechanic" is a pretty soft reason to add a mechanic. And we've seen encounter powers with the warlock and the fighter pretty much has encounter powers in this iteration. Just because they'd not bolded "encounter power!!" doesn't mean they don't exist. And there are plenty of daily powers so I don't see where you're coming from there. There's plenty of room in the action economy as well. You just have to be creative. As you state below it's easy to allow the warlord to trigger reactions. The warlord attacks and an ally can use their reaction to move. The warlord takes an action but does not attack and an ally can spend their reaction to attack. The warlord spends an action to activate a unique power (battle strategy or something) and all allies that can see and hear him can move 10 feet or gain some pre-set bonus. Because classes get far fewer cool tricks at first level in Next. And in general. Warlords can't do it all. Nothing would be imbalancing but that's too much to do at first level. A cleric can heal twice at first level and channel divinity. If the warlord can heal an equivalent amount once they can do two other things once a day. But daily powers don't fit a martial class, so they can do one less sexy thing roughly once an Encounter. So if they have a heal, at first level they might be able to grant out-of-turn movement and maybe so small minor power. That's it. Warlord, the class that lets you move an extra 15 feet each battle. Bask in its glory. Warlords would be far better off if healing were ignored and they instead had a couple cool powers to choose from each encounter. Which is the catch. Including it as a class mandates how I view hitpoints. The base assumption becomes hitpoints = gumption. [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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