mellored
Legend
Exactly my point.blade ward are pretty damn useless in 90% of cases.
Having barbarians rage at-will is too weak to use.
There's nothing inherently broken about having at-will abilities.
Exactly my point.blade ward are pretty damn useless in 90% of cases.
Dice and reactions are 1/round.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.
Dice and reactions are 1/round.
3d12 take the highest = +9.48
So a high level warlord can guaranteed 1 hit per turn at the cost of his own damage.
And just for math... warlord using the dice as his own damage, vs boosting a fighter's hit vs cantrip.
2d6+15 (fighter) = 22 damage
vs
3d12 (warlord) = 19.5
vs
4d10 (firebolt) = 22
That seems to be pretty well in line. For an at-will ability.
Healers, whether primary (cleric) or secondary (bard or druid, depending on focus), have a number of healing options available to them in their tool kits. I don't see the warlord as a primary healer. I see the warlord more on the level of the druid, bard (sans secrets), or paladin. It's not necessarily their primary focus but they could do it depending on party composition and needs.The current vibe has been for either using healing kits (like the healer feat) or the recipients HD to fuel healing.
Just 1 attack (as i've written it). Since it's a reaction.So the bonus doesn't apply to all of the fighter's extra attacks?
Even then, you're only talking HP healing. He'd lack the other tools to be an effective healer: lesser/greater restoration and a way to revive the dead. Clerics, druids, bards, and even paladins can do that. A warlord would be probably on par with a ranger (cure wounds IV, lesser restoration), give or take.Healers, whether primary (cleric) or secondary (bard or druid, depending on focus), have a number of healing options available to them in their tool kits. I don't see the warlord as a primary healer. I see the warlord more on the level of the druid, bard (sans secrets), or paladin. It's not necessarily their primary focus but they could do it depending on party composition and needs.
As such, I would not expect that the warlord would be as good as a cleric in healing - and would perhaps like to see some alternative HP mitigation/management used - but it would be nice if the warlord had multiple healing options available that required the warlord to make strategic choices to use.
It's not just an RP thing, though. D&D - and especially 5e - is not a game of free descriptors, where you can just strike out one description (say "divine spells") and write in another description (say "rousing words") and nothing else changes.Everything comes with some form of "baggage" when you MC.
<snip>
More over, this is just an RP thing, as well as the healing. "I MCd cleric but it has no god and heals are non-mgical" Then it depends with what GM you play.
Yep, and just because that's all he was talking about in that one post is no reason to jump to the conclusion that's all the Warlord could do. Allowing an ally to repeat a saving throw with a bonus to end a condition, for instance, was something Warlords could do that'd translate fairly neatly to 5e, even though save mechanics are somewhat different.Even then, you're only talking HP healing.
Well, 5e classes are not supposed to be cookie-cutter copies of eachother, so that's not an entirely bad thing. By the same token, Clerics/Druids/Bards/Paladins don't grant actions to their allies, while the Warlord traditionally does.He'd lack the other tools to be an effective healer: lesser/greater restoration and a way to revive the dead. Clerics, druids, bards, and even paladins can do that. A warlord would be probably on par with a ranger (cure wounds IV, lesser restoration), give or take.
That could be particularly appropriate for ally-affecting maneuvers that he must 'drill' his allies in, so that they're all able to benefit from them. Other players could decide whether they're up for such training, and with which maneuvers - so you might be able to Command the Strike for the Archer & Soldier in the party, execute a Pincer Maneuver with the Assassin (or coordinate the Soldier & Assassin without participating yourself), while the Wizard drills with you just enough for you to help him Disengage from melee on your turn. Lovers of bookkeeping could even have an optional system to track using downtime to drill different maneuvers with different allies - those who would rather keep it simple, the warlord just picks certain maneuvers to be available each day for use with any ally.Edit: Here's an idea! The Battle Master picks a set of 'known' maneuvers and that's the extent of their maneuvering prowess. What if the Warlord mimics spellcasters in that they have a list of 'known maneuvers' but also a smaller list of 'readied/prepared maneuvers'?...It's not as if known and prepared maneuvers would be outlandish for a Warlord either. It's that whole trope of "Doh! I hadn't planned on my foe/adversary doing that!"
Yep, and just because that's all he was talking about in that one post is no reason to jump to the conclusion that's all the Warlord could do.