That's a good start; it could use a little work though. How about;
Direct the Strike As an action the Warlord may direct a single ally that they can see within 50 feet to make an attack against a target of the ally's choice. If the ally chooses to use a spell to attack it must be a minor spell. The ally is not considered to be taking an action but must be capable of making an attack in order for this ability to affect them.
Edited as per Rampants suggestion.
How about we just re-introduce the term "basic attack" (or something similar) and label certain spells as basic attacks? Then if some other mechanic is added for another class in the future, they just need to reference the term "basic attack" to maintain compatibility with the Warlord.
It's almost as if the standardized power blocks and keywords of 4e were a good idea that made rules dramatically simpler to write and easier to understand.
I agree it shouldn't recharge e-dice, s-attacks, or spells.
However, your suggestion let's you USE e-dice and s-attacks, but not spells. Which isn't fair. You can't have it both ways.
As an at-will power, I think I would much prefer it to be restricted the use of all three and have added affects coming from a warlord resource.
I could work with that. At least at a base level, but it still seems limiting. Perhaps being able to grant fuller actions as you level?
As for reactions, that's more for versimilitude. Otherwise you'd be able to have 9.99*10^9 warlords grant attacks to 1 fighter. Which would be fast enough to set fire to the atmosphear. And we don't want an officer's training school to be the BBEG.
I don't really see the problem with it. It would be like 3 thugs beating up some dude in an alley. Two of the thugs holding him while the third beats the stuffing out of him.
Except it's more like 1 thug beating on a guy and a stadium of people cheering him on.
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.
It's almost as if the standardized power blocks and keywords of 4e were a good idea that made rules dramatically simpler to write and easier to understand.
impossible - every class needs its own subsystem... so ummmm people with *flowers in there avatars hair will know the classes are different.
*its now how I picture anyone who uses posts with the word feel more than onces in them.
Your rewording would actually trigger things that happen on an action AND things that happen on an attack. I don't see how that improves the situation when the intent is to JUST give an attack.
Having both trigger was actually the point, every normal attack is an action. I don't think it is a huge issue, but I see the potential for it to interact weirdly with other powers when a character can take an attack without making an action at all.
That would be ideal except that it introduces another pseudo-resource that needs to be kept track of. They eliminated minor actions exactly to get away from that sort of thing.
If a party really has three warlords and they all want to shout at the same fighter, let them. It's not unbalanced mechanically, it's just a little conceptually silly; I think it's so much of a corner case that it can just be ignored.
Well, it can be unbalanced mechanically, if the fighter stacks up constant bonuses on his attack and damage then granting him more attacks multiplies the effect of those bonuses. For example, if the cleric uses a spell that gives the fighter +4 to hit for one turn, and then a bunch of warlords give him a stack of extra attacks, that spell becomes vastly more powerful. However, that sort of mechanical imbalance was not my primary concern.
I was actually looking at it more as a universal meta rule, to prevent warlords stacking with spells stacking with action points stacking with items stacking with powers and so on. Situations where the wizard casts Haste, the cleric casts Frenzy, and now the warlord can use directed attack 3 times on the fighter who already had 3 attacks.
I was actually looking at it more as a universal meta rule, to prevent warlords stacking with spells stacking with action points stacking with items stacking with powers and so on. Situations where the wizard casts Haste, the cleric casts Frenzy, and now the warlord can use directed attack 3 times on the fighter who already had 3 attacks.
Part of the reason you need to limit "when you take an action" stuff.
For instance, clerics spiritual hammer would effectivly adds 1d8 to all the warlord granted attacks as well.
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.
Well, it can be unbalanced mechanically, if the fighter stacks up constant bonuses on his attack and damage then granting him more attacks multiplies the effect of those bonuses. For example, if the cleric uses a spell that gives the fighter +4 to hit for one turn, and then a bunch of warlords give him a stack of extra attacks, that spell becomes vastly more powerful. However, that sort of mechanical imbalance was not my primary concern.
You say unbalanced, I say rewards team play. People should be encouraged to build synergies within the party.
And the specifc "unbalance" you doesn't even sound very problematic. It even sounds fun!
I could work with that. At least at a base level, but it still seems limiting. Perhaps being able to grant fuller actions as you level?
As an advanced maneuver I think I could be fine with it. However, my concern is if there are no available casters in the party will the warlords ability to manage the parties health be greatly effected. The maneuver could greatly increase or decrease the classes value by the availability of offensive magic. An attack with a sword, magic missile, etc can at most take one opportunity to damage the party; an extra sleep spell at the right moment might take 2 or more actions from enemies. If the warlord tools for conserve the parties health hinges on removing enemy action by granting attacks, then AOE spells will greatly impact effectiveness.
It really is more of a concern then a problem; I just don't want the see the potential of another class become something that gets used as a major constraint for designing the warlord.
Me too. I think in a party that is okay with that, its not a problem. If they want to walk around as the fighters entourage cheering her on I think that is kind of amusing. I mean there are a lot of antagonist in books and movie that go around beating people up while her friends cheer and shouting "hit him in the face!." Peer pressure is as good a way to describe how you grant your actions as any...
Imagine a world where the first-time D&D player rolls stats, picks a race, picks a class, picks an alignment, and buys gear to create a character. Imagine if an experienced player, maybe the person helping our theoretical player learn the ropes, could also make a character by rolling ability scores and picking a race, class, feat, skills, class features, spells or powers, and so on. Those two players used different paths to build characters, but the system design allows them to play at the same table. -Mearl
It's almost as if the standardized power blocks and keywords of 4e were a good idea that made rules dramatically simpler to write and easier to understand.
impossible - every class needs its own subsystem... so ummmm people with *flowers in there avatars hair will know the classes are different.
*its now how I picture anyone who uses posts with the word feel more than onces in them.
I have one of the flowers of the bouqet of pink origami lilies I made for my wife on valentines day sitting on my desk; so that is probably an accurate depiction for me :p
Imagine a world where the first-time D&D player rolls stats, picks a race, picks a class, picks an alignment, and buys gear to create a character. Imagine if an experienced player, maybe the person helping our theoretical player learn the ropes, could also make a character by rolling ability scores and picking a race, class, feat, skills, class features, spells or powers, and so on. Those two players used different paths to build characters, but the system design allows them to play at the same table. -Mearl
It's almost as if the standardized power blocks and keywords of 4e were a good idea that made rules dramatically simpler to write and easier to understand.
impossible - every class needs its own subsystem... so ummmm people with *flowers in there avatars hair will know the classes are different.
*its now how I picture anyone who uses posts with the word feel more than onces in them.
I have one of the flowers of the bouqet of pink origami lilies I made for my wife on valentines day sitting on my desk; so that is probably an accurate depiction for me :p
hey I like recieving flowers - context is everything.