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Switch to Forum Live View Warlord As Specialty? Discuss:
8 months ago  ::  Oct 06, 2012 - 9:43PM #181
rampant
Date Joined: Oct 26, 2004
Posts: 7,971
Sounds like a combat medic.

That no more makes him a warlord than taking the mystic specialties makes a fighter into a wizard.
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8 months ago  ::  Oct 06, 2012 - 9:46PM #182
Seerow
Date Joined: Nov 7, 2005
Posts: 2,542

Oct 6, 2012 -- 9:42PM, The_Jester wrote:

The leadership thing just seems like much more of a charactr trait, a personality not a class feature. "Hey, I'm a variant ranger with Charisma and leadership skills like Robin Hood. So I'm not a ranger, I'm a commando." Or "I'm a rogue with knowledge of tactics, so I'm a Strategian."




The leadership thing is a character trait up until you define it in mechanical terms. Much like how being religious is just a character trait, until you make it mean something in game, at which point it becomes not just one class, but several. I'm really not sure I see your point here.

If a warlord is defined a fighter with social skills, what happens when you give a 5e fighter a high Cha, a background with social skills, the Healer speciality, and role-play him as a leader?




What happens when you give a 5e fighter a high dex, a background with sneaky skills, ambusher specialty, and roleplay him as a rogue?

Backgrounds and specialties help tailor your character, and yes let you get a semi-multiclassing thing going on. This does not invalidate the need for a base class to represent the concept.

Edit: Also apparently Im tired and need to read better, I assumed you had gone with some theoretical leader specialty, rather than the healer specialty. The healer specialty doesn't make the fighter a particularly capable, or even decent, in combat healer, and misses out on huge chunks of what the warlord can do, so it would be even further from the mark than I was thinking.

As an aside, the Fighter has little to no incentive to have any mental attribute as a decent stat. All of his class features and combat capability key off of str(or dex) and con. By taking another attribute as a primary/secondary (and thus making it high enough to matter and let him contribute meaningfully either as a Lore guy/tactitian or social guy), he is sacrificing attributes elsewhere, and making himself less effective, while lacking the class abilities to make up for that, because his class abilities are all made with the assumption the fighter is making himself better.

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8 months ago  ::  Oct 06, 2012 - 11:18PM #183
edwin_su
Date Joined: Aug 25, 2007
Posts: 2,811
the more i read the more i come to think that maybe a warlord should be somthing like a prestige class with very low entry requirement, and maybe staggerd advancement.

so you can mix it with any other class.
rogue+warlord = guild master type
ranger+warlord = robin hood type
fighter + warlord = batlefield leader type.

 
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8 months ago  ::  Oct 06, 2012 - 11:28PM #184
wrecan
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Date Joined: Jun 23, 2005
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Oct 6, 2012 -- 9:42PM, The_Jester wrote:

If a warlord is defined a fighter with social skills, what happens when you give a 5e fighter a high Cha, a background with social skills, the Healer speciality, and role-play him as a leader?



What happens when you give a 5e cleric a high Strength, a background with equestrian skills, the ability to smite people, and role-play him as a paladin?

It cannot be that we don't have a class because you mutate a different class into a Frankenstein-style effigy of it.

The warlord is an archetype never before fulfilled in D&D.  Can we have a warlord-ish specialty?  Or Background?  Sure.  Just as we can have roguish specialty, or a clerical specialty.

I don't understand why so many people seem to be mortally offended at warlord joining the ranks of established classes.

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8 months ago  ::  Oct 06, 2012 - 11:41PM #185
mellored
Date Joined: Jul 8, 2008
Posts: 19,450
Warlord+wizard=bard.

But a PRC with a low entry point is a class.  And guild leader is a PRC.
guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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8 months ago  ::  Oct 06, 2012 - 11:44PM #186
rampant
Date Joined: Oct 26, 2004
Posts: 7,971
Simple it was one of the innovative aspects of 4e, and it chipped away at the 'only mages can have cool control the whole field type powers' sacred cow.

That's why people wanna get it nerfed. 
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8 months ago  ::  Oct 07, 2012 - 12:18AM #187
Verdegris_Sage
Date Joined: May 7, 2012
Posts: 979

Oct 6, 2012 -- 9:42PM, The_Jester wrote:

If a warlord is defined a fighter with social skills, what happens when you give a 5e fighter a high Cha, a background with social skills, the Healer speciality, and role-play him as a leader?



He fails to be very good at Fighting, may have some social connections, and is really good at making potions.
Sorta like a School Lunch Lady!
 You keep her around because she has those yummy chocolate milk single serve cartons.
 She may, later on, even be able to assist the School Nurse. Not with any emergency, mind you, but with little things that are no rush.

The Healer Specialty is greatly diminshed if you don't have a way of providing healing.  Running around, carrying a grip of healing potions you yourself lovingly crafted is cute, but it's not even vaguely in the ball park of preserving the Warlord's concept integrity. 
I also wonder about what social background is to be taken. Because Soldier obviously isn't it. Which is almost ironic... 

I have an answer for you, it may even be the truth.
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8 months ago  ::  Oct 07, 2012 - 12:30AM #188
rampant
Date Joined: Oct 26, 2004
Posts: 7,971
Also warlord is not a fighter with anything, except maybe an entirely different approach to life and combat, and mediocre weapon skills.
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8 months ago  ::  Oct 07, 2012 - 1:56AM #189
Admiral-JCJF
Date Joined: Jul 3, 2009
Posts: 1,604
A Warlord with no combat ability of any kind?

David Tennant as Doctor Who.

As for who will quit Next if there isn't full healing on Warlords?

I will.

I'll just carry on playing other games instead and WotC won't make a penny off me for the run of Next, or 'till they finally print options which cover the game I want to play.

Because it's this simple,

Every version of D&D has allowed for a definition of Hit Points which leaves room for Martial Healing and those people who don't like it were running house rules, not the RAW. 

I'm not demanding that they run a Module in their game that they don't like, the Warlord will be a Module just like EVERY class.

If they don't like Martial Healing then they don't have to allow it in their game.

But if they think that I'll buy into a half-cocked "compromise" for a class that they are planning on banning anyway (seriously, go back and read the other Warlord threads, that's exactly what most have said AFTER demaning that we alter to meet their expectations) then they are out and out wrong.

I'll just vote with my wallet and keep it closed 'till I see what I want.                       
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8 months ago  ::  Oct 07, 2012 - 3:32AM #190
Landro
Date Joined: Dec 29, 2007
Posts: 210

Oct 7, 2012 -- 1:56AM, Admiral-JCJF wrote:

Every version of D&D has allowed for a definition of Hit Points which leaves room for Martial Healing and those people who don't like it were running house rules, not the RAW. 


Really? I recall a Warlord class (the Marshal) in 3.5 from the Miniatures Handbook, but even that class didn't have any healing abilities. 


I can't think of any non-magical healing that wasn't based on herbal remedies or bed-rest in 3.x, or any of the previous versions of the game. Even if the definition of HP throughout any edition allowed for martial healing (and I'm not convinced they did), I'd argue that the pathetic natural healing rates and complete lack of utilization of the concept were fair indication that being told to "hold the line, soldier!" wasn't something that supposed to stack up on the healing front.


In that light, you can hardly accuse those who disliked the idea of running house rules. That the RAW never addressed the issue isn't an indication that they were allowed, any more than it's lack of comment on the strength enhancing powers of spinach were an indication that it could be used as an anabolic steroid. It simply had not been thought of at that stage.    




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