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Zard's Warlord Concept
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<blockquote data-quote="Jester David" data-source="post: 6736012" data-attributes="member: 37579"><p>Response to the pre-edit</p><p></p><p>Crunching the numbers should be one of the first things done. Thankfully, the numbers should be pretty easy.</p><p>The battlemaster dice are equal to 1/3rd of casting (as it replaces eldritch knight). So assuming the class gets few other abilities the warlord should heal comparative to a cleric using 1/3rd of their spells. </p><p>Another important factor is that the cleric should just be the best at healing. Period. No class should compare with a life cleric going full healer. That's the bar and the warlord shouldn't be able to cross it. Not anymore than another class should match the rogue at sneaking or stealing.</p><p></p><p><em>Mass healing word</em> reduces the healing from 3d5+Wis to 1d4+Wis to up to six targets. A comparative warlord ability might spread their healing dice out, so they give each person they want to heal a certain amount of dice. Which fits the 5e design of simple mechanics that are easy to manage at the table.</p><p></p><p></p><p>Which would be one of my big complaints over this build. Most of it is entirely focused on healing. It makes the warlord's schtick healing. It becomes the healer class, not the class that grants attacks or lets allies move.</p><p>If the cleric and bard (and likely the artificer) can choose to heal or not, then isn't the warlord entitled to the same flexibility?</p><p></p><p>If designing I'd double down on maneuvers (which should be called maneuvers and not exploits). The warlord should be the maneuver class. More maneuvers known, more dice, and larger dice. Again, use the 1/3rd caster level as the ballpark. Either make the warlord a 1/2 maneuver class or full maneuver class. </p><p>Give the warlord some flexibility. When they get up to a d10 for maneuver dice let them do two maneuvers in a round (but not in the same attack) using 2d4. Maybe some greater maneuvers that let you use two or three dice.</p><p></p><p>Rallying cry is neat but could have different powers as well. Picking a cry could be an interesting build option. So not all cries heal. Some could give allies temporary hp every round (like heroism) or let them move farther or deal more damage. </p><p></p><p></p><p>I'll read this and reply more later, but I think I summarize my position above.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6736012, member: 37579"] Response to the pre-edit Crunching the numbers should be one of the first things done. Thankfully, the numbers should be pretty easy. The battlemaster dice are equal to 1/3rd of casting (as it replaces eldritch knight). So assuming the class gets few other abilities the warlord should heal comparative to a cleric using 1/3rd of their spells. Another important factor is that the cleric should just be the best at healing. Period. No class should compare with a life cleric going full healer. That's the bar and the warlord shouldn't be able to cross it. Not anymore than another class should match the rogue at sneaking or stealing. [I]Mass healing word[/I] reduces the healing from 3d5+Wis to 1d4+Wis to up to six targets. A comparative warlord ability might spread their healing dice out, so they give each person they want to heal a certain amount of dice. Which fits the 5e design of simple mechanics that are easy to manage at the table. Which would be one of my big complaints over this build. Most of it is entirely focused on healing. It makes the warlord's schtick healing. It becomes the healer class, not the class that grants attacks or lets allies move. If the cleric and bard (and likely the artificer) can choose to heal or not, then isn't the warlord entitled to the same flexibility? If designing I'd double down on maneuvers (which should be called maneuvers and not exploits). The warlord should be the maneuver class. More maneuvers known, more dice, and larger dice. Again, use the 1/3rd caster level as the ballpark. Either make the warlord a 1/2 maneuver class or full maneuver class. Give the warlord some flexibility. When they get up to a d10 for maneuver dice let them do two maneuvers in a round (but not in the same attack) using 2d4. Maybe some greater maneuvers that let you use two or three dice. Rallying cry is neat but could have different powers as well. Picking a cry could be an interesting build option. So not all cries heal. Some could give allies temporary hp every round (like heroism) or let them move farther or deal more damage. I'll read this and reply more later, but I think I summarize my position above. [/QUOTE]
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