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Why is There No Warlord Equivalent in 5E?
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<blockquote data-quote="ECMO3" data-source="post: 9343499" data-attributes="member: 7030563"><p>Right but when it is your turn to take an action if the enemy has too many hit points to kill in one action he won't be dead, and even if one enemy is dead others aren't. Dodge typically applies advantage to everyone that attacks you, including the guy that steps over the dead body when your Wizard or Rogue kills the guy in front of you.</p><p></p><p></p><p></p><p>Your experience is 4 years out of date by your own admission.</p><p></p><p></p><p></p><p>Absolutely there are limits as each class has mechanics, but fighters can sacrifice weapon combat capability to be better at other areas. All classes more or less can make similar tradeoffs and that is what is great at 5E. You are not locked in to one play style just because you chose a specific class.</p><p></p><p></p><p></p><p>I'm not sure I understand the question. We don;t play a lot of homebrew at the tables I play, but if there is a need for it we do.</p><p></p><p></p><p></p><p>Most, but the thing is if you want to build a character that helps others you won't be using most battlemaster maneuvers. You will primarily be using Rally, Commanders Strike, Bait and Switch you will be getting the fighting style and the feats for more maneuver dice, not for more maneuvers themselves.</p><p></p><p>I am not suggesting it is optimal, but it is viable if you want to play that way. People act like that capability doesn't exist, but it does.</p><p></p><p></p><p></p><p>Your first maneuver comes online at level 1, probably Commanders Strike. The other three you use (Rally, Bait and Switch, Commanding Presence) and 4 more dice come online at level 3. Your final die and another two mostly unused maneuvers (Ambush, Tactical Assessment) come online at level 6.</p><p></p><p>So here is the breakdown:</p><p>1: Commanders Strike (1 time per short rest)</p><p>3: Rally, Bait and Switch, Commanding presence (5 dice total per short rest)</p><p>4. Bountiful Luck (unlimited, once a round)</p><p>6. Tactical Assessment, Abush (6 dice total per short rest)</p><p>8. Gift of the Metallic Dragon</p><p>12: Magic Initiate</p><p>14: Fey Touched</p><p></p><p></p><p></p><p></p><p></p><p>Ok. I don't get your point. With a fighter (or any class with a Variant Human), you can get commanders strike at level 1.</p><p>This is in addition to proficiency in all weapons and all armor, something a 4E Warlord did not have.</p><p></p><p></p><p></p><p></p><p>4E was a different game, at a different time, and the people playing it were different. This is like saying limiting females to a lower strength must be popular because those were the rules during the heyday of 1E, which is the only version that was comparable to 5E in sales. Despite being objectively biased, that was as a point of fact popular in 1980 and would be VERY unpopular today. To be clear, I don't think your example is that extreme, but the point is just because something was popular 10 years ago, does not mean it would be popular today.</p><p></p><p>I don't think helping others is popular in 5E and when you see people play Clerics, many of them are not the stereotypical walking hospitals the class was built around for the first 40 years of the game. Another example - In 5E most Bards stop handing out inspiration regularly after 3rd level, despite the short rest recharge mechanic that gives them a ton of it at 5th level. This is true even though inspiration is generally more powerful than the subclass options for spending it. Even so, people generally prefer instead to use it to fuel their Bard powers.</p><p></p><p></p><p></p><p>Not really that popular no, but more popular I think than buffing/helping classes are.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9343499, member: 7030563"] Right but when it is your turn to take an action if the enemy has too many hit points to kill in one action he won't be dead, and even if one enemy is dead others aren't. Dodge typically applies advantage to everyone that attacks you, including the guy that steps over the dead body when your Wizard or Rogue kills the guy in front of you. Your experience is 4 years out of date by your own admission. Absolutely there are limits as each class has mechanics, but fighters can sacrifice weapon combat capability to be better at other areas. All classes more or less can make similar tradeoffs and that is what is great at 5E. You are not locked in to one play style just because you chose a specific class. I'm not sure I understand the question. We don;t play a lot of homebrew at the tables I play, but if there is a need for it we do. Most, but the thing is if you want to build a character that helps others you won't be using most battlemaster maneuvers. You will primarily be using Rally, Commanders Strike, Bait and Switch you will be getting the fighting style and the feats for more maneuver dice, not for more maneuvers themselves. I am not suggesting it is optimal, but it is viable if you want to play that way. People act like that capability doesn't exist, but it does. Your first maneuver comes online at level 1, probably Commanders Strike. The other three you use (Rally, Bait and Switch, Commanding Presence) and 4 more dice come online at level 3. Your final die and another two mostly unused maneuvers (Ambush, Tactical Assessment) come online at level 6. So here is the breakdown: 1: Commanders Strike (1 time per short rest) 3: Rally, Bait and Switch, Commanding presence (5 dice total per short rest) 4. Bountiful Luck (unlimited, once a round) 6. Tactical Assessment, Abush (6 dice total per short rest) 8. Gift of the Metallic Dragon 12: Magic Initiate 14: Fey Touched Ok. I don't get your point. With a fighter (or any class with a Variant Human), you can get commanders strike at level 1. This is in addition to proficiency in all weapons and all armor, something a 4E Warlord did not have. 4E was a different game, at a different time, and the people playing it were different. This is like saying limiting females to a lower strength must be popular because those were the rules during the heyday of 1E, which is the only version that was comparable to 5E in sales. Despite being objectively biased, that was as a point of fact popular in 1980 and would be VERY unpopular today. To be clear, I don't think your example is that extreme, but the point is just because something was popular 10 years ago, does not mean it would be popular today. I don't think helping others is popular in 5E and when you see people play Clerics, many of them are not the stereotypical walking hospitals the class was built around for the first 40 years of the game. Another example - In 5E most Bards stop handing out inspiration regularly after 3rd level, despite the short rest recharge mechanic that gives them a ton of it at 5th level. This is true even though inspiration is generally more powerful than the subclass options for spending it. Even so, people generally prefer instead to use it to fuel their Bard powers. Not really that popular no, but more popular I think than buffing/helping classes are. [/QUOTE]
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