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General Tabletop Discussion
*Dungeons & Dragons
What makes a Warlord differ from a Bard?
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<blockquote data-quote="Tony Vargas" data-source="post: 6805466" data-attributes="member: 996"><p>Sure, and healing word was one of those Encounter leader features, and now it uses daily spell slots. </p><p></p><p>Every-other encounter recharge of APs maps almost perfectly to short rests in 5e, mechanically. Conceptually, though, I think APs map better to Inspiration. So it'd be easy to see the 'on AP' feature triggering on the use of Inspiration, instead. It'd also share the mechanical similarity of being ally-player-managed.</p><p></p><p>Mechanical differentiation is a major, conscious hallmark of 5e. Which is why I don't think mapping to an extant class is necessarily the ideal place to start. Aping the resource structure of an existing class saves the designer the effort of balancing the class by re-using something that's already been balanced. That, obviously, assumes that balance is valued under the design philosophy over differentiation, and that balance has been designed into the existing classes to a meaningful degree. I see no reason to think either is true in the case of 5e. </p><p></p><p>Designing the Warlord with a unique resource schedule unrelated to existing classes and based primarily on fully modeling the range of concept and feel of the original class, secondarily on adequately contributing to the party, and worrying about balance only to the extent that 5e calls for, would make the most sense.</p><p></p><p>Same problem as starting with the fighter, really, though at least the Warlock innately has a lot more resources and flexibility than the fighter, even while rivaling its DPR, the point is that they're both DPR-focused builds - and the Warlord shouldn't be. I suppose you could use that, or extra attack, as a rough guide. The action-granting tricks of the warlord are necessarily much more limited and situational than the at-will DPR features of fighters or warlocks. But, again, differentiation, not re-cycling is emphasized in 5e's class-design philosophy.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6805466, member: 996"] Sure, and healing word was one of those Encounter leader features, and now it uses daily spell slots. Every-other encounter recharge of APs maps almost perfectly to short rests in 5e, mechanically. Conceptually, though, I think APs map better to Inspiration. So it'd be easy to see the 'on AP' feature triggering on the use of Inspiration, instead. It'd also share the mechanical similarity of being ally-player-managed. Mechanical differentiation is a major, conscious hallmark of 5e. Which is why I don't think mapping to an extant class is necessarily the ideal place to start. Aping the resource structure of an existing class saves the designer the effort of balancing the class by re-using something that's already been balanced. That, obviously, assumes that balance is valued under the design philosophy over differentiation, and that balance has been designed into the existing classes to a meaningful degree. I see no reason to think either is true in the case of 5e. Designing the Warlord with a unique resource schedule unrelated to existing classes and based primarily on fully modeling the range of concept and feel of the original class, secondarily on adequately contributing to the party, and worrying about balance only to the extent that 5e calls for, would make the most sense. Same problem as starting with the fighter, really, though at least the Warlock innately has a lot more resources and flexibility than the fighter, even while rivaling its DPR, the point is that they're both DPR-focused builds - and the Warlord shouldn't be. I suppose you could use that, or extra attack, as a rough guide. The action-granting tricks of the warlord are necessarily much more limited and situational than the at-will DPR features of fighters or warlocks. But, again, differentiation, not re-cycling is emphasized in 5e's class-design philosophy. [/QUOTE]
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