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Why is There No Warlord Equivalent in 5E?
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<blockquote data-quote="James Gasik" data-source="post: 9343490" data-attributes="member: 6877472"><p>The main problem with Defenders was how easy some of them were to disable. Forced movement, daze, stun, enemies with high mobility or teleportation- when I played to Epic Tier in Scales of War, our Fighter became more and more annoyed at how often enemies could avoid any punishment whatsoever, and it was usually my Ranger who was locking down enemies (had a nice combo of feats that let me slow things on hit, then knock prone anything I hit that was slowed, then ignore the prone penalty with a +2 to hit, and with several ways to hit three times or more in a round, I could render even a solo laying on his back unable to close into melee with anything).</p><p></p><p>Add our Cleric dazing and gifting enemies with vulnerability to all damage and even the most grueling fights were winnable. </p><p></p><p>I remember the night the Fighter threw in the towel and asked if he could come in as a Striker. We were facing these "Angels of Tiamat" that threw a mark on you, and could instantly teleport to your location every turn. As they could also fly, the ways the Fighter had to deal with them were woefully limited, and they were able to gang up on anyone they chose with impunity, so it quickly became a damage race. He was reduced to making ranged basics to actually mark them, in the hopes the -2 to hit would actually matter.</p><p></p><p>The best experience I ever had as a Defender, curiously, was in a party with a Archer Warlord, because he could effortlessly put me in the best position on the field when it wasn't even my turn- he would usually open with this move, I think it was called Race the Arrow, where he'd shoot something and then be like "ok, James, go charge that guy." I started picking up items that granted bonuses to charge because of that, and there were fights where I felt like a damn pinball, being bounced from one enemy to another.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9343490, member: 6877472"] The main problem with Defenders was how easy some of them were to disable. Forced movement, daze, stun, enemies with high mobility or teleportation- when I played to Epic Tier in Scales of War, our Fighter became more and more annoyed at how often enemies could avoid any punishment whatsoever, and it was usually my Ranger who was locking down enemies (had a nice combo of feats that let me slow things on hit, then knock prone anything I hit that was slowed, then ignore the prone penalty with a +2 to hit, and with several ways to hit three times or more in a round, I could render even a solo laying on his back unable to close into melee with anything). Add our Cleric dazing and gifting enemies with vulnerability to all damage and even the most grueling fights were winnable. I remember the night the Fighter threw in the towel and asked if he could come in as a Striker. We were facing these "Angels of Tiamat" that threw a mark on you, and could instantly teleport to your location every turn. As they could also fly, the ways the Fighter had to deal with them were woefully limited, and they were able to gang up on anyone they chose with impunity, so it quickly became a damage race. He was reduced to making ranged basics to actually mark them, in the hopes the -2 to hit would actually matter. The best experience I ever had as a Defender, curiously, was in a party with a Archer Warlord, because he could effortlessly put me in the best position on the field when it wasn't even my turn- he would usually open with this move, I think it was called Race the Arrow, where he'd shoot something and then be like "ok, James, go charge that guy." I started picking up items that granted bonuses to charge because of that, and there were fights where I felt like a damn pinball, being bounced from one enemy to another. [/QUOTE]
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