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What the warlord needs in 5e and how to make it happen.
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<blockquote data-quote="Blue" data-source="post: 7040853" data-attributes="member: 20564"><p>This I entirely agree with (and posted elsewhere on this thread). I'm down with the concept of the warlord in 5e, but a warlord designed around 5e ways of doing things, not trying to mechanically import from a different edition that had it's own set of design philosophies that didn't match.</p><p></p><p>All of that said, the below is just mechanic musings, not endorsing that any of these abilities should or shouldn't be on the list.</p><p></p><p></p><p></p><p>The recent Ranger/Rogue UA had the rogue with an active ability that adjusted Init but not above yours. Giving Warlords some expectation of not the lowest Init (use better of DEX or INT?) and then give them a power to lift up a certain number of people (CHR mod, min 1) who can hear/see with lower Inits to right after the warlord. This way it's actively triggered and not a math bonus quickly forgotten. And it could be a big bonus - that caster rolled a 1 and really needs to go earlier and you can pull them up to right after you no matter what you got. </p><p></p><p>(BTW, if you make the bonus to Init better, you need to bring down the number of allies effected. Right now the two working together cap it to a meaningful number, and gives you reason to go "I'm going light armor dex warlord to have a better Init as a valid build choice.)</p><p></p><p></p><p></p><p>To expand on your idea and actually cover a number of concepts that the warlord should be able to do: What if Warlord can offer help to any ally who can see and hear them as a bonus action. Help make saves? Done. Give advantage to their next attack? Done. Help on grappling or breaking out of web or other skill checks? Done. It's a not huge power in terms of lines of rules written, but it covers a lot of the concept. And it has precedent, such as the Master of Tactics from the Rogue (Mastermind). Also keeps everything on people's own turns.</p><p></p><p>(Alternative would be if an ally fails a d20 roll allowing a reroll with a reaction. But I'm not sure I like that as much. Difference between taking an doing something (setting up an ally to succeed) and reacting to something (helping an ally who is messing up). Plus it steps on the toes of bardic inspiration.)</p><p></p><p></p><p>Protection Fighting Style and the Cleric (Protection) do this, can fit.</p></blockquote><p></p>
[QUOTE="Blue, post: 7040853, member: 20564"] This I entirely agree with (and posted elsewhere on this thread). I'm down with the concept of the warlord in 5e, but a warlord designed around 5e ways of doing things, not trying to mechanically import from a different edition that had it's own set of design philosophies that didn't match. All of that said, the below is just mechanic musings, not endorsing that any of these abilities should or shouldn't be on the list. The recent Ranger/Rogue UA had the rogue with an active ability that adjusted Init but not above yours. Giving Warlords some expectation of not the lowest Init (use better of DEX or INT?) and then give them a power to lift up a certain number of people (CHR mod, min 1) who can hear/see with lower Inits to right after the warlord. This way it's actively triggered and not a math bonus quickly forgotten. And it could be a big bonus - that caster rolled a 1 and really needs to go earlier and you can pull them up to right after you no matter what you got. (BTW, if you make the bonus to Init better, you need to bring down the number of allies effected. Right now the two working together cap it to a meaningful number, and gives you reason to go "I'm going light armor dex warlord to have a better Init as a valid build choice.) To expand on your idea and actually cover a number of concepts that the warlord should be able to do: What if Warlord can offer help to any ally who can see and hear them as a bonus action. Help make saves? Done. Give advantage to their next attack? Done. Help on grappling or breaking out of web or other skill checks? Done. It's a not huge power in terms of lines of rules written, but it covers a lot of the concept. And it has precedent, such as the Master of Tactics from the Rogue (Mastermind). Also keeps everything on people's own turns. (Alternative would be if an ally fails a d20 roll allowing a reroll with a reaction. But I'm not sure I like that as much. Difference between taking an doing something (setting up an ally to succeed) and reacting to something (helping an ally who is messing up). Plus it steps on the toes of bardic inspiration.) Protection Fighting Style and the Cleric (Protection) do this, can fit. [/QUOTE]
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