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What the warlord needs in 5e and how to make it happen.
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<blockquote data-quote="Guest 6801328" data-source="post: 7059792"><p>I'm beginning to understand/agree that there is an area in the design space that isn't covered. To reiterate the argument(s): the problem with the Fighter as the 'generic' chassis is that the base class has too much built into it, and not enough delegated to the sub-classes. Consequently the base class does so much damage that there isn't enough space left over to add significant functionality, and it also comes with some features (e.g. Heavy Armor) that maybe you wouldn't want in the sub-class.</p><p></p><p>So what I'm picturing, and I agree (with caveats) that it could be fun, is a class with d8 HP, medium armor/shields/all weapons, at least 7 ASIs, then just a handful of Int and skill-based abilities. Everything else would be delegated to sub-classes. </p><p></p><p>(I know some of you think it should also be Cha-based, but my inclination would be to leave that to a sub-class as well, in the way that Arcane Trickster does: sure, Int is useful for Rogues, but not formally so until the sub-class.)</p><p></p><p>So what kind(s) of abilities? I could see:</p><p> - Add Int bonus to Initiative</p><p> - Expertise (identical to Rogue/Bard ability)</p><p> - I'm still partial to the mechanic I've suggested a couple of places, where if you can study a battleground for a minute before combat starts you and anybody you can communicate with get Advantage to spend on one roll in the battle. (I now agree with Tony: it can't be Inspiration itself, because you would have to lose it if you don't use it before the combat ends, so it's really a different mechanic.)</p><p> - I'd love to see something somewhat akin to Warlocks Pacts, where you get one of N choices of cool features, regardless of which sub-class you choose.</p><p></p><p>Then lots of Sub-Class features.</p><p></p><p>The "Charismatic/Inspirational Leader" some of you want could be a sub-class. The Daredevil/Batman type of scrapper, with lots of stunts and tricks, could fit. A mobile, shield specialist (including shield throwing, of course) could fit. The "Squire/Sidekick" concept would fit.</p><p></p><p>So, in other words, a "generic" fighter in the sense that a Wizard is a generic caster. Where the Wizard customizes via spell choices, this class would customize via sub-classes. </p><p></p><p>This does raise the question of why it has to be in the sub-classes. So an alternative could be sub-class features more in line with other classes, and then add a analogue to Warlock Invocations to the base class. That is, a couple of dozen features that you get to choose from, only changing them when you change levels. (Which is really quite similar to Feats, so you might want to rein in the ASIs.)</p><p></p><p>I could see what this would be fun. My caveat, though, is that it just doesn't feel like D&D to me. It feels, philosophically, like a different game. In D&D the choice of class is supposed to be constraining, not an opportunity for <em>a la carte</em> class customization. I'm not saying the latter is bad, it's just different. There are other games where you can mix-and-match and basically design your own class, but I don't love the idea of doing that in D&D.</p><p></p><p>And even though I acknowledged above that the Wizard class (and really any caster class) effectively does that, again it feels different when it's spell selection. I'll have to ponder more why it's different, and perhaps the reason is simply that it's what I'm used to. But that's not necessarily a bad justification. "What we're used to" drives a lot of preferences for all of us.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7059792"] I'm beginning to understand/agree that there is an area in the design space that isn't covered. To reiterate the argument(s): the problem with the Fighter as the 'generic' chassis is that the base class has too much built into it, and not enough delegated to the sub-classes. Consequently the base class does so much damage that there isn't enough space left over to add significant functionality, and it also comes with some features (e.g. Heavy Armor) that maybe you wouldn't want in the sub-class. So what I'm picturing, and I agree (with caveats) that it could be fun, is a class with d8 HP, medium armor/shields/all weapons, at least 7 ASIs, then just a handful of Int and skill-based abilities. Everything else would be delegated to sub-classes. (I know some of you think it should also be Cha-based, but my inclination would be to leave that to a sub-class as well, in the way that Arcane Trickster does: sure, Int is useful for Rogues, but not formally so until the sub-class.) So what kind(s) of abilities? I could see: - Add Int bonus to Initiative - Expertise (identical to Rogue/Bard ability) - I'm still partial to the mechanic I've suggested a couple of places, where if you can study a battleground for a minute before combat starts you and anybody you can communicate with get Advantage to spend on one roll in the battle. (I now agree with Tony: it can't be Inspiration itself, because you would have to lose it if you don't use it before the combat ends, so it's really a different mechanic.) - I'd love to see something somewhat akin to Warlocks Pacts, where you get one of N choices of cool features, regardless of which sub-class you choose. Then lots of Sub-Class features. The "Charismatic/Inspirational Leader" some of you want could be a sub-class. The Daredevil/Batman type of scrapper, with lots of stunts and tricks, could fit. A mobile, shield specialist (including shield throwing, of course) could fit. The "Squire/Sidekick" concept would fit. So, in other words, a "generic" fighter in the sense that a Wizard is a generic caster. Where the Wizard customizes via spell choices, this class would customize via sub-classes. This does raise the question of why it has to be in the sub-classes. So an alternative could be sub-class features more in line with other classes, and then add a analogue to Warlock Invocations to the base class. That is, a couple of dozen features that you get to choose from, only changing them when you change levels. (Which is really quite similar to Feats, so you might want to rein in the ASIs.) I could see what this would be fun. My caveat, though, is that it just doesn't feel like D&D to me. It feels, philosophically, like a different game. In D&D the choice of class is supposed to be constraining, not an opportunity for [I]a la carte[/I] class customization. I'm not saying the latter is bad, it's just different. There are other games where you can mix-and-match and basically design your own class, but I don't love the idea of doing that in D&D. And even though I acknowledged above that the Wizard class (and really any caster class) effectively does that, again it feels different when it's spell selection. I'll have to ponder more why it's different, and perhaps the reason is simply that it's what I'm used to. But that's not necessarily a bad justification. "What we're used to" drives a lot of preferences for all of us. [/QUOTE]
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