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<blockquote data-quote="Jester David" data-source="post: 6816264" data-attributes="member: 37579"><p>I'm not sure why maneuvers are necessary. The 4e warlord made lots of choices each level and round, but so did every 4e class. That's not a design of the class but of the edition. </p><p>It's not necessary for the concept. </p><p>The point should be to design a class that fulfills the story and narrative of the class while doing what you would expect that archetype to do. The character at the table should do what one would picture a literary or cinematic version character doing. When possible, feeling somewhat similar in play is nice. Feeling similar when leveling up is not. </p><p></p><p>Similarly, the marshal, which was the 3e version of the warlord (in flavour if not mechanics), didn't choose many maneuvers, instead picked auras from a list, which would work nicely as a subclass feature. And is just as valid and historic a design as being a princess warlord.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6816264, member: 37579"] I'm not sure why maneuvers are necessary. The 4e warlord made lots of choices each level and round, but so did every 4e class. That's not a design of the class but of the edition. It's not necessary for the concept. The point should be to design a class that fulfills the story and narrative of the class while doing what you would expect that archetype to do. The character at the table should do what one would picture a literary or cinematic version character doing. When possible, feeling somewhat similar in play is nice. Feeling similar when leveling up is not. Similarly, the marshal, which was the 3e version of the warlord (in flavour if not mechanics), didn't choose many maneuvers, instead picked auras from a list, which would work nicely as a subclass feature. And is just as valid and historic a design as being a princess warlord. [/QUOTE]
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