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What makes a Warlord differ from a Bard?
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<blockquote data-quote="GreenTengu" data-source="post: 6777385" data-attributes="member: 6777454"><p>The Bard is master of knowledge, skills and trickery who uses a mix of fighting and arcane magic by use of a musical instrument in order to achieve his ends and by use of the musical instruments can encourage and thus enhance his allies.</p><p></p><p>The Warlord is a warrior of sorts who uses tactical knowledge and encouragement to enhance his allies rather than dominating personal single combat skills, particularly restoring their lost spirit of fighting without using overtly magical methods.</p><p></p><p>What this means is that a Bard will generally be wearing very little armor and will be the one to throw out illusions or even fire blasts, sneaking around, unlocking doors, chests and detecting and removing traps as well as the one who is going to be a wealth of knowledge. Honestly, the Bard is already part Fighter, part Wizard, part Cleric and part Thief and part unique mastery of knowledge skills and the best party buff.</p><p></p><p>But the Warlord is going to generally be the one wearing slightly heavier armor and far more likely to get into the thick of things and make themselves the target of the enemy ire, at least to the extent this is true of a Cleric. Basically ideally you should be pulling the Thief and Wizard part of the Bard out and almost certainly the mastery of lore skills as well, but leaving the Fighter, Cleric and party boosting parts.</p><p></p><p>The comparison to the Cleric would be better. The Warlord should be a lot like a cleric, but giving up the ability to communicate with a god, destroy undead by waving a magical symbol or doing overtly miraculous things (at least much more so than a Fighter or Rogue or Barbarian or spell-less Ranger would do), instead being able to get into the thick of things more and be able to set up openings for the Rogue or Fighter to take advantage of.</p><p></p><p>And mechanically what this should mean is that instead of at high level having two dozen different spells arranged across 9 different levels and having to track 9 different levels of expendable spell slots and remembering which spells use which spell slots and have which effects if used at different spell slots.... Instead you should have a list of less than a dozen things you can do, all of which is pulled from a single resource pool and when that resource pool runs dry, you can fall back on your ability to get in there and mix it up (which, to be honest, most Cleric types can as well).</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6777385, member: 6777454"] The Bard is master of knowledge, skills and trickery who uses a mix of fighting and arcane magic by use of a musical instrument in order to achieve his ends and by use of the musical instruments can encourage and thus enhance his allies. The Warlord is a warrior of sorts who uses tactical knowledge and encouragement to enhance his allies rather than dominating personal single combat skills, particularly restoring their lost spirit of fighting without using overtly magical methods. What this means is that a Bard will generally be wearing very little armor and will be the one to throw out illusions or even fire blasts, sneaking around, unlocking doors, chests and detecting and removing traps as well as the one who is going to be a wealth of knowledge. Honestly, the Bard is already part Fighter, part Wizard, part Cleric and part Thief and part unique mastery of knowledge skills and the best party buff. But the Warlord is going to generally be the one wearing slightly heavier armor and far more likely to get into the thick of things and make themselves the target of the enemy ire, at least to the extent this is true of a Cleric. Basically ideally you should be pulling the Thief and Wizard part of the Bard out and almost certainly the mastery of lore skills as well, but leaving the Fighter, Cleric and party boosting parts. The comparison to the Cleric would be better. The Warlord should be a lot like a cleric, but giving up the ability to communicate with a god, destroy undead by waving a magical symbol or doing overtly miraculous things (at least much more so than a Fighter or Rogue or Barbarian or spell-less Ranger would do), instead being able to get into the thick of things more and be able to set up openings for the Rogue or Fighter to take advantage of. And mechanically what this should mean is that instead of at high level having two dozen different spells arranged across 9 different levels and having to track 9 different levels of expendable spell slots and remembering which spells use which spell slots and have which effects if used at different spell slots.... Instead you should have a list of less than a dozen things you can do, all of which is pulled from a single resource pool and when that resource pool runs dry, you can fall back on your ability to get in there and mix it up (which, to be honest, most Cleric types can as well). [/QUOTE]
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What makes a Warlord differ from a Bard?
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