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What the warlord needs in 5e and how to make it happen.
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<blockquote data-quote="Tony Vargas" data-source="post: 7060006" data-attributes="member: 996"><p>Too much of one thing, DPR, done one way, multi-atttacking, yes. And that in service to one clear concept: 'best at fighting.' All of which is fine & dandy and captures the 2e fighter pretty well at a high level, IMHO (leaving out the 2e fighter's OP double-specialized-dual-weapon/archery options; and it's nice saves across the board at high level, that is). So it's not an argument to change or replace the 5e fighter, but simply to add another, optional 'martial' class that can cover some of the missing ground the poor BM is currently spread so thinly and inadequately over...</p><p></p><p> Heavy Armor I'm not even worried about, it was a big deal back in the day, but since 3.0, it's prettymuch just been a way for STR-based builds to be competitive with DEX-based. Any class that's meant to have a broad choice of weapons (not be dedicated ranged or primarily finesse), and thus able to choose to emphasize either STR or DEX, probably needs heavy armor. Which, now that I think of it, is maybe still a tad over-valued in 5e.</p><p></p><p> ASIs I'm pretty cool to, mainly because I tend not to use feats as a DM, I suppose, but also because they're highly-valued, even to the point of being talked up a bit too much. </p><p></p><p>Agreed.</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> Nod. One point of going all 'modular' with 5e is to allow you to deviate from the classic feel that's built so admirably into the standard game.</p><p></p><p> Obviously, it's maaaaaaagic! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p> It's fine, and the standard game of the PH-without-options thoroughly caters to it. An optional, more customizable martial class, like the 3.5 fighter, would be an alternative. A martial class that was also more flexible in play, like any 4e martial class, could represent a broader set of alternatives, opening up play & campaign style options even more. (But, particularly, the conspicuously missing Warlord - or, really, all 4e martial classes combined, since there's no formal Role in 5e. Kinda like how the invoker is really part of the Cleric in 5e, and 4e needed to chop the Druid up while 5e was able to restore it.)</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7060006, member: 996"] Too much of one thing, DPR, done one way, multi-atttacking, yes. And that in service to one clear concept: 'best at fighting.' All of which is fine & dandy and captures the 2e fighter pretty well at a high level, IMHO (leaving out the 2e fighter's OP double-specialized-dual-weapon/archery options; and it's nice saves across the board at high level, that is). So it's not an argument to change or replace the 5e fighter, but simply to add another, optional 'martial' class that can cover some of the missing ground the poor BM is currently spread so thinly and inadequately over... Heavy Armor I'm not even worried about, it was a big deal back in the day, but since 3.0, it's prettymuch just been a way for STR-based builds to be competitive with DEX-based. Any class that's meant to have a broad choice of weapons (not be dedicated ranged or primarily finesse), and thus able to choose to emphasize either STR or DEX, probably needs heavy armor. Which, now that I think of it, is maybe still a tad over-valued in 5e. ASIs I'm pretty cool to, mainly because I tend not to use feats as a DM, I suppose, but also because they're highly-valued, even to the point of being talked up a bit too much. Agreed. 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.) Nod. One point of going all 'modular' with 5e is to allow you to deviate from the classic feel that's built so admirably into the standard game. Obviously, it's maaaaaaagic! ;) It's fine, and the standard game of the PH-without-options thoroughly caters to it. An optional, more customizable martial class, like the 3.5 fighter, would be an alternative. A martial class that was also more flexible in play, like any 4e martial class, could represent a broader set of alternatives, opening up play & campaign style options even more. (But, particularly, the conspicuously missing Warlord - or, really, all 4e martial classes combined, since there's no formal Role in 5e. Kinda like how the invoker is really part of the Cleric in 5e, and 4e needed to chop the Druid up while 5e was able to restore it.) [/QUOTE]
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