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8 months ago ::
Oct 04, 2012 - 7:38AM
#101
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Date Joined:
Jan 15, 2009
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One cool thing they could do with a Warlord in regards to a prestige class is expanding the scale of his command.
For example, lets say you have a Warlord and that Warlord gets bonuses to small unit tactics. A prestige class with a Warlord prereq could grant bonus followers, or even a unit of followers, and expand his command capabilities to larger groups. Having a high level general capable of leading large bands or even armies is pretty awesome. It is a sweet archetype that is all over history and fiction. MAXIMUS MAXIMUS MAXIMUS!
Perks like that I am wary of..ones that are often only useful in a different mode of play... as it has been used too often as an excuse to allow the character to lag behind in adventure arenas.(see followers in 1e).
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8 months ago ::
Oct 04, 2012 - 8:27AM
#102
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Um... did you read the last part of the post of mine you quoted? The part where I say "The name has stuck [...] it's going to be the Warlord"?
I did and I agree witht hat part. I was initially taking issue with the notion that a design goal is to give every class soemthing to do in each pillar.
The part of my post about keeping the name "Warlord" was not directed at you. Sorry for the confusion.
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8 months ago ::
Oct 04, 2012 - 8:41AM
#103
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I did and I agree witht hat part.
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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 04, 2012 - 11:40AM
#104
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Date Joined:
Aug 27, 2012
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Between a specialty called "Combat Leader" or something plus a fighter fighting style I think you could make a warlord that is half as cool and twice as coherent as the 4E one. If doing so, I would probably take the Soldier background.
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8 months ago ::
Oct 04, 2012 - 12:26PM
#105
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Between a specialty called "Combat Leader" or something plus a fighter fighting style I think you could make a warlord that is half as cool and twice as coherent as the 4E one. If doing so, I would probably take the Soldier background.
Do you see a lack of coherency in the 4e warlord?
More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.
I could say anything in D&D is silly though, because it's a silly game and we are silly people.
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8 months ago ::
Oct 04, 2012 - 1:52PM
#106
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Date Joined:
Aug 27, 2012
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Between a specialty called "Combat Leader" or something plus a fighter fighting style I think you could make a warlord that is half as cool and twice as coherent as the 4E one. If doing so, I would probably take the Soldier background.
Do you see a lack of coherency in the 4e warlord?
Yeah. As much as I like it, the inspirational healing is just too inconsistant. Specially when it resurrects unconcious people. Appart from that, I just feel like less specific abilities than the 4E would be more coherent. I can live with my warlord always being able to try and knockback some enemy every combat but couldn't try some other encounter trick like shouting too reposition. However, if the class could be build so that all this stuff or most can be done by every warlord through the use of certain more openended features, feats and maneuvers
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8 months ago ::
Oct 04, 2012 - 2:49PM
#107
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Date Joined:
Sep 18, 2009
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Between a specialty called "Combat Leader" or something plus a fighter fighting style I think you could make a warlord that is half as cool and twice as coherent as the 4E one. If doing so, I would probably take the Soldier background.
Do you see a lack of coherency in the 4e warlord?
Yeah. As much as I like it, the inspirational healing is just too inconsistant. Specially when it resurrects unconcious people. Appart from that, I just feel like less specific abilities than the 4E would be more coherent. I can live with my warlord always being able to try and knockback some enemy every combat but couldn't try some other encounter trick like shouting too reposition. However, if the class could be build so that all this stuff or most can be done by every warlord through the use of certain more openended features, feats and maneuvers
Technical point- resurrection requires death. If you mean rousing unconscious people, it might just be as easy as shouting at them a certain way. (Hulk to Iron Man at the end of Avengers, for example.)
"Our idea of rules modules has a wide range of scope; sometimes, our rules modules might just be small tweaks and variant rules, while other times they could be large-scale changes and entirely new subsystems. We want people to make the game their own, and that means provided a whole array of possibilities based on what you, the players, tell us that you want." -D&DNext Q&A Blog, 8/29/12, Answer #3.
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8 months ago ::
Oct 04, 2012 - 3:06PM
#108
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Date Joined:
Mar 31, 2012
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The problem with this idea is that I see the way that the warlord works as beyond the scope of what feats can provide. Sure, at higher levels, when you have a few already, it may work, but at level 1, you're not playing a warlord, you're playing X class (probably a fighter), who can provide a little bit of buffs.
As for 4e Warlord healing, I never had a problem with it, since, to me, D&D and roleplaying in general have never been about realism. The closest you get is simulationism, but the question you get to there is "what are you trying to simulate?" For me, that's always been fairly high or epic fantasy, or perhaps to put it another way, Cinematic fantasy. The warlord is the guy who can rouse the troops to fight on, beyond impossible odds, and who can raise the morales of soldiers to the point that they will fight on, even with what should be fatal wounds. I understand not everyone likes this approach, and I am probably even in the minority, but it's the way I enjoy the game.
As a middle ground, perhaps, I have a potential idea: Warlords don't have the power to cure wounds. They might have some battlefield first aid, but they can't heal in the middle of battle the way a cleric can. What they can do, is make the troops fight in spite of their injuries. This morale boost could be represented as Temporary HP, that goes away once the fight is over. As they level up, they can add other buffs to this, like affecting more people at a time, or adding a +1 to attacks that round, or a bonus to defenses.
I am currently raising funds to run for President in 2016. Too many administrations have overlooked the international menace, that is Carmen Sandiego. I shall devote any and all necessary military resources to bring her to justice.
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8 months ago ::
Oct 04, 2012 - 3:33PM
#109
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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I agree that temporary hp seems to be the way to go for warlord healing.
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8 months ago ::
Oct 04, 2012 - 4:50PM
#110
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Date Joined:
Oct 26, 2004
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Not in a system with HD/surges.
If we were dealing with a 3e scenario where one could make an even semi-coherent case for HP as being actual vitality sure the warlord being restricted to Temp Hp might make sense.
However in a game system where you can be reduced to 1 hp and then non-magically patched up in 5 minutes HP obviously don't represent mere physical damage, so the warlord has as much right to heal as any other class.
Also that's not incoherence, incoherence means jumbled or working at cross purposes, you just don't like the non-mages horning in on the spell casters turf.
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