D&D 5E Yes, No, Warlord

Would you like to see a Warlord/Marshall class in 5e?

  • Yes

    Votes: 78 38.4%
  • Yes, but not under that name

    Votes: 7 3.4%
  • Don't care

    Votes: 34 16.7%
  • No

    Votes: 84 41.4%

Everything On-Use that is somewhat significant is limited.
Cunning action, multi-attack, help action, push attack, grapple, vicious mockery, guidance, true strike, blade ward, thornwhip, ray of frost....

all somewhat significant, and all at-will.

You are trying to create something that is effectively a resourceless class.
Per-turn resource.

But yes, it's supposed to be different. No reason for me to try and create a daily class there's enough of them.
 

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But yes, it's supposed to be different. No reason for me to try and create a daily class there's enough of them.

The entire system is balanced around a narrow range of encounters per day with the assumption of a couple short rests and a long rest between these sets of ranges. While the boundaries of those parameters have a bit of flexibility, completely tossing them aside when considering class design is highly dubious.
 

It costs your reaction to be granted an attack, so you can't take Opportunity Attacks.

And yes, it is more versatile than an opportunity attack; but it costs someone's attack and bonus action. Hell if it just cost an attack and their reaction it might be better.

But if the attack is doing at least equal damage to the sacrificed attack... the loss of the attack doesn't matter (especially since it's one attack, not an attack action being lost)... so that leaves the cost of the reaction and bonus action, for the versatility to strike anywhere on the battlefield and the possible option of increased damage... that doesn't seem like a huge cost... just enough of a cost so that it doesn't become a no-brainer...
 

The entire system is balanced around a narrow range of encounters per day with the assumption of a couple short rests and a long rest between these sets of ranges. While the boundaries of those parameters have a bit of flexibility, completely tossing them aside when considering class design is highly dubious.
And it is also balanced around the number of rounds of combat.

1 long rest = 3 short rest = 6 encounters = 20 rounds of combat. (roughly)

i.e. the rogue can't sneak attack 1000 times a day. It can sneak attack ~20 times a day. Then you run out of monsters and/or hit points.

Similarly, (my proposed) warlord would get ~20-60 dice a day. (4x what bards get). Then you run out of monsters.
 

And it is also balanced around the number of rounds of combat.

1 long rest = 3 short rest = 6 encounters = 20 rounds of combat. (roughly)

i.e. the rogue can't sneak attack 1000 times a day. It can sneak attack ~20 times a day. Then you run out of monsters and/or hit points.

Similarly, (my proposed) warlord would get ~20-60 dice a day. (4x what bards get). Then you run out of monsters.

Then I'm assuming it won't have any notable healing abilities...?
 
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Cunning action, multi-attack, help action, push attack, grapple, vicious mockery, guidance, true strike, blade ward, thornwhip, ray of frost....

all somewhat significant, and all at-will.

Per-turn resource.

But yes, it's supposed to be different. No reason for me to try and create a daily class there's enough of them.
Out of the entire list the only thing that makes sense is Cunning action, IF it would be on-use; and it is only a reaction.
On top of that help, push, grapple can be done by anybody and true strike and blade ward are pretty damn useless in 90% of cases. If the worst cantrips in the game you see as the best I'm thinking we won't get to an end of this discussion.
 

I'm assuming it won't have any notable healing abilities then?
The healing abilities (that i proposed) would also use the same dice, and would be limited to 1/short rest per person with a healing kit. (very similar to the healer feat).

Hit dice based where also proposed. Which are another limiter.

At-will healing would indeed be broken. Unless it was limited to in-combat. But that would be odd and encourage people to fight in meaningless combats to heal or something, so still not a good idea.

Hmm... kinda makes me want a time mage that can "heal" by rewinding time to undo a wound.

edit: ninja'd.
 
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Timely Advice: When a creature misses with an attack, you can use your reaction and spend dice to add to their attack roll, potentially causing the attack to hit. If you roll multiple dice, only add the highest roll.

I realize this is a spit ball, but..

I assume you are using the 1d4 -> 3d12 from the other thread here, correct. If so, RIP bounded accuracy. As written, a fighter rolls to hit (for fun, let's give him gwm, that -5 means nothing now). He's fighting Orcus (CR 26, but only AC 20). He rolls a 9; even with his bonus and gwm penalty, he won't hit. But the warlord keys him roll 3d12 and add the highest. I'm not statistician, but I'm sure that one will roll high enough to break AC 20. Even if he doesn't use all three on one roll, 1d12 to hit alone might be enough to crack most AC, and he can give that bonus to two others as well.

And he can do that every round. Basically three nearly guaranteed hits per round.
 

The entire system is balanced around a narrow range of encounters per day with the assumption of a couple short rests and a long rest between these sets of ranges. While the boundaries of those parameters have a bit of flexibility, completely tossing them aside when considering class design is highly dubious.
That's certainly true, and part of the reason for it is that there are a mix of many mostly-daily-resource sub-classes with a few no- or few-daily sub-classes. Mellored was saying there was already a surfeit of classes with a preponderance of daily resources (mostly spells), and the Warlord should therefor add to the small number of classes with different resource schedules. I didn't find that a compelling argument, myself, but with players free to choose whatever sub-class they like, the mere availability of another that has few/no dailies won't make the balance issues any worse. It's already entirely possible to have a party of with all-daily-resource-heavy classes, or even no such characters. The latter would be unlikely if you were just picking classes at random, but you never know what players might do willingly...
 

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