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General Tabletop Discussion
*Dungeons & Dragons
Why is There No Warlord Equivalent in 5E?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9345074" data-attributes="member: 6790260"><p>Term I came up with in the "Let's repurpose the Warlock chassis" thread. Someone was turned off by my first term, "split-subclass model." The "fractal (sub)class" model, where Warlock is a specifically <em>spellcaster</em> implementation, splits fine gradations in stages:</p><ol> <li data-xf-list-type="ol">Major subclass, which defines theme and provides the major mechanical oomph (for Warlock, the Patrons)</li> <li data-xf-list-type="ol">Minor subclass, which usually represents a specialization or mechanical focus with less emphasis on theme (Warlock's Pacts)</li> <li data-xf-list-type="ol">Frequently-recharging resource, which allows flexibility but keeps power lower/spread out (for Warlock, Pact Magic)</li> <li data-xf-list-type="ol">At high levels, less-frequent but more-potent abilities (for Warlock, Mystic Arcana)</li> <li data-xf-list-type="ol">Selectable specific bonuses for customization, often passive or only minimally active (for Warlocks, Invocations)</li> </ol><p>For my Warlord proposal (again, noting that it's at the concept stage), these would be</p><ol> <li data-xf-list-type="ol">Combat Specialty. Ideas include Vanguard (heavy-armored frontline leader), Sapper (military engineer/trickster, might also offer heavy armor), Knight-Enchanter (EK-/AT-equivalent), Old Master (monk-like as noted above), and Skirmisher (focus on stealth and mobility, hit-and-run, etc.)</li> <li data-xf-list-type="ol">Minor subclass: Leadership Style. Determines which modifier you use for your Warlord effects. Cha = Bravura, favoring high-risk/high-return action, Wis = Resourceful, favoring healing and buffing, Int = Cunning favoring mitigation and pack-tactics type stuff. These would hook into #5 just as Pacts have exclusive Invocations that make them better.</li> <li data-xf-list-type="ol">Strategems (or "Exploits" or similar): Maneuvers you have practiced with your allies during your previous rest. Can't demand constant performance, hence the short rest linkage; can't expect your team to always be 100% ready to field every Strategem you've ever learned whenever you like either.</li> <li data-xf-list-type="ol">??? This one I'm still chewing on. Given high-level combats tend to actually last long enough, I've considered putting my (stolen from the DW supplement "Grim World") "Gambit" system here, where the Warlord must build up enough Gambit to take advantage of a really powerful ploy. Combat Specialty might define how you go about getting Gambit. As stated, this one I'm still chewing on, so I'm less confident about it.</li> <li data-xf-list-type="ol">Tactics, a collection of class-level-prerequisite perks and benefits that make you better at being a Warlord. One would, like Blade Pact, grant Extra Attack, but might have prerequisites. Others would grant skills, or restructure how your abilities work (perhaps increasing the healing you do, but replacing all but one point of it with THP or something like that). This is a space to go pretty wild frankly, the "Invocations" space is incredibly fruitful for design.</li> </ol></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9345074, member: 6790260"] Term I came up with in the "Let's repurpose the Warlock chassis" thread. Someone was turned off by my first term, "split-subclass model." The "fractal (sub)class" model, where Warlock is a specifically [I]spellcaster[/I] implementation, splits fine gradations in stages: [LIST=1] [*]Major subclass, which defines theme and provides the major mechanical oomph (for Warlock, the Patrons) [*]Minor subclass, which usually represents a specialization or mechanical focus with less emphasis on theme (Warlock's Pacts) [*]Frequently-recharging resource, which allows flexibility but keeps power lower/spread out (for Warlock, Pact Magic) [*]At high levels, less-frequent but more-potent abilities (for Warlock, Mystic Arcana) [*]Selectable specific bonuses for customization, often passive or only minimally active (for Warlocks, Invocations) [/LIST] For my Warlord proposal (again, noting that it's at the concept stage), these would be [LIST=1] [*]Combat Specialty. Ideas include Vanguard (heavy-armored frontline leader), Sapper (military engineer/trickster, might also offer heavy armor), Knight-Enchanter (EK-/AT-equivalent), Old Master (monk-like as noted above), and Skirmisher (focus on stealth and mobility, hit-and-run, etc.) [*]Minor subclass: Leadership Style. Determines which modifier you use for your Warlord effects. Cha = Bravura, favoring high-risk/high-return action, Wis = Resourceful, favoring healing and buffing, Int = Cunning favoring mitigation and pack-tactics type stuff. These would hook into #5 just as Pacts have exclusive Invocations that make them better. [*]Strategems (or "Exploits" or similar): Maneuvers you have practiced with your allies during your previous rest. Can't demand constant performance, hence the short rest linkage; can't expect your team to always be 100% ready to field every Strategem you've ever learned whenever you like either. [*]??? This one I'm still chewing on. Given high-level combats tend to actually last long enough, I've considered putting my (stolen from the DW supplement "Grim World") "Gambit" system here, where the Warlord must build up enough Gambit to take advantage of a really powerful ploy. Combat Specialty might define how you go about getting Gambit. As stated, this one I'm still chewing on, so I'm less confident about it. [*]Tactics, a collection of class-level-prerequisite perks and benefits that make you better at being a Warlord. One would, like Blade Pact, grant Extra Attack, but might have prerequisites. Others would grant skills, or restructure how your abilities work (perhaps increasing the healing you do, but replacing all but one point of it with THP or something like that). This is a space to go pretty wild frankly, the "Invocations" space is incredibly fruitful for design. [/LIST] [/QUOTE]
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