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What the warlord needs in 5e and how to make it happen.
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<blockquote data-quote="Aldarc" data-source="post: 7044997" data-attributes="member: 5142"><p>It may interest you Elfcrusher, if I were to point out that despite the name "warlord" or their shoehorned 4E role as "leader," the 4E warlord played mostly as you describe here: creating opportunities for their teammates to act as they will. For example, one of the at-will powers for a level 1 Warlord in 4E was "Viper's Strike": </p><p>Or the encounter power, Guarding Strike: </p><p></p><p></p><p>The warlord also created favorable tactical conditions, such as with Wolf Pack Tactics: </p><p>Or "Steel Monsoon": </p><p>There was also another ability, whose name escapes me at present, that would cause the warlord to give foes opportunity attacks against the warlord, which would, in turn, give allies the chance to make opportunity attacks against the foes. The warlord had a tremendous amount of tactical depth in its abilities, a number of which did operate in terms of risk vs. reward. </p><p></p><p>The warlord even had abilities that were about teamwork that gave others warlord-esque battlefield control abilities, such as "White Raven Onslaught": </p><p>Which entailed more concretely: </p><p>So if that attacker is another player, they could essentially move the warlord as well. The warlord was a tactically-cooperative class. Note that the "leading" here is by example and not by command, and that it's not coaching but cooperative. This is one reason why I have described the Warlord as a playmaker or point guard. "White Raven Onslaught" could easily be renamed as "Setting Up Screens." </p><p></p><p>Sure the Warlord had a number of "inspiring" abilities that boosted the morale of others, but the number of abilities in which they were said to <em>command</em> allies was surprisingly rare, and most abilities explicitly refer to a "willing" ally. There was Commander's Strike, which has been discussed ad nauseum, but that's apparently acceptable for the 5E Battlemaster to have. Most of their support abilities were akin to the ability "Shake It Off," where you bolster yourself or an ally to shrug off a condition, or "Inspiring Reaction," which allowed other players to spend one of their hit dice to heal in combat plus your Charisma bonus. </p><p></p><p>This is why I suspect that there has been a culture of misinformation about the 4E Warlord: namely, its abilities (both flavor text and mechanical effects) and how it actually operated in practice.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7044997, member: 5142"] It may interest you Elfcrusher, if I were to point out that despite the name "warlord" or their shoehorned 4E role as "leader," the 4E warlord played mostly as you describe here: creating opportunities for their teammates to act as they will. For example, one of the at-will powers for a level 1 Warlord in 4E was "Viper's Strike": Or the encounter power, Guarding Strike: The warlord also created favorable tactical conditions, such as with Wolf Pack Tactics: Or "Steel Monsoon": There was also another ability, whose name escapes me at present, that would cause the warlord to give foes opportunity attacks against the warlord, which would, in turn, give allies the chance to make opportunity attacks against the foes. The warlord had a tremendous amount of tactical depth in its abilities, a number of which did operate in terms of risk vs. reward. The warlord even had abilities that were about teamwork that gave others warlord-esque battlefield control abilities, such as "White Raven Onslaught": Which entailed more concretely: So if that attacker is another player, they could essentially move the warlord as well. The warlord was a tactically-cooperative class. Note that the "leading" here is by example and not by command, and that it's not coaching but cooperative. This is one reason why I have described the Warlord as a playmaker or point guard. "White Raven Onslaught" could easily be renamed as "Setting Up Screens." Sure the Warlord had a number of "inspiring" abilities that boosted the morale of others, but the number of abilities in which they were said to [I]command[/I] allies was surprisingly rare, and most abilities explicitly refer to a "willing" ally. There was Commander's Strike, which has been discussed ad nauseum, but that's apparently acceptable for the 5E Battlemaster to have. Most of their support abilities were akin to the ability "Shake It Off," where you bolster yourself or an ally to shrug off a condition, or "Inspiring Reaction," which allowed other players to spend one of their hit dice to heal in combat plus your Charisma bonus. This is why I suspect that there has been a culture of misinformation about the 4E Warlord: namely, its abilities (both flavor text and mechanical effects) and how it actually operated in practice. [/QUOTE]
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