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Why is There No Warlord Equivalent in 5E?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9343581" data-attributes="member: 6790260"><p>I would take it in a direction similar to games Powered by the Apocalypse, such as Dungeon World. That is, I'd consider the core concepts and commitments of such an archetype, and try to figure out how that archetype would both be reasonably <em>manifested</em> (e.g., what things demonstrate being that archetype) and fittingly <em>challenged</em> (e.g., what situations or questions would naturally arise from that archetype.)</p><p></p><p>The Warlord is a <em>student</em> of war, in some form. They learn from it, adapt to it, experiment with it, and get tested by it. Even if they're terrible at actual chess, they have to be able to predict the beliefs and actions of others in order to be effective. They need to have some understanding of goals and motivations, and how to manipulate them. But a manipulator is also distrusted, while a leader must be <em>trusted</em>. That creates an inherent dichotomy. How does the Warlord balance the undeniable utility of guile with the absolute necessity of trust? Can they thread the needle between loyalty and mind-games?</p><p></p><p>The Warlord is also a <em>facilitator</em>. They are at their best, not when they do things on their own, but when they leverage allies' strengths to new heights, and exploit enemies' weaknesses with cunning and guile. But that also means the Warlord is, in a sense, unnecessary. If their allies could just tap that power and see the weaknesses on their own, would they even need the Warlord? Having a specialist is great, sure, but there's an internal conflict there, needing others without necessarily being needed yourself. Resolving that conflict is likely to be a long-term thing.</p><p></p><p>I made a Batman comparison earlier, and I really wasn't joking. Many of these things are themes explored in <em>Batman: the Animated Series.</em></p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9343581, member: 6790260"] I would take it in a direction similar to games Powered by the Apocalypse, such as Dungeon World. That is, I'd consider the core concepts and commitments of such an archetype, and try to figure out how that archetype would both be reasonably [I]manifested[/I] (e.g., what things demonstrate being that archetype) and fittingly [I]challenged[/I] (e.g., what situations or questions would naturally arise from that archetype.) The Warlord is a [I]student[/I] of war, in some form. They learn from it, adapt to it, experiment with it, and get tested by it. Even if they're terrible at actual chess, they have to be able to predict the beliefs and actions of others in order to be effective. They need to have some understanding of goals and motivations, and how to manipulate them. But a manipulator is also distrusted, while a leader must be [I]trusted[/I]. That creates an inherent dichotomy. How does the Warlord balance the undeniable utility of guile with the absolute necessity of trust? Can they thread the needle between loyalty and mind-games? The Warlord is also a [I]facilitator[/I]. They are at their best, not when they do things on their own, but when they leverage allies' strengths to new heights, and exploit enemies' weaknesses with cunning and guile. But that also means the Warlord is, in a sense, unnecessary. If their allies could just tap that power and see the weaknesses on their own, would they even need the Warlord? Having a specialist is great, sure, but there's an internal conflict there, needing others without necessarily being needed yourself. Resolving that conflict is likely to be a long-term thing. I made a Batman comparison earlier, and I really wasn't joking. Many of these things are themes explored in [I]Batman: the Animated Series.[/I] [/QUOTE]
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