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Switch to Forum Live View The Tactician - A Possible Replacement for Warlord
3 months ago  ::  Mar 17, 2013 - 5:39AM #1
Hebitsuikaza
Date Joined: Apr 23, 2005
Posts: 949

I feel like the Warlord is probably not the best of names for a class that is meant to be a non-magical tactical leader. Probably the Warlord and Bard could be mixed together as styles of a single class. So I decided to consider how one could distill what it is those classes do that is unique into a new class that does it most purely for DDN.

I know this isn't perfect and needs a LOT of work, but... I think I at least show that this concept is really much more wide and has many more applications than the narrow definitions people were arguing over.

The Tactician

Ability Score Adjustment: +1 to your Charisma, Strength or Intelligence Score.
Starting Hit Points: 8 + your Constitution modifier
Armor and Shield Proficiencies: Light armor, medium armor and shields.
Weapon Proficiencies: All simple and martial weapons.


Weapon Attack:
Level 1-3: +0
Level 4-8: +1
Level 9-13: +2
Level 14-18: +3
Level 19-20: +4


Class Features:
Level 1 Command Method: Choose one of the following Command Methods for your character to use.
Plan the Assault: You must spend an extended rest with the party. During that time you discusses strategy with his companions. Until the next extended rest, the party gains a bonus to initiative equal to your Intelligence bonus and a bonus to Saving Throws equal to your Charisma modifiers so long as they can still hear you.


Inspire the Troops: Your words cause an ally's resolve to strengthen spurring them onward through the pain. As a standard action, you may grant an ally a number of temporary hit points equal to your Charisma modifier. If you have Martial Weapon Dice, these may be expended to grant additional temporary hitpoints to the ally (an extra d6 plus charisma modifier hitpoints per a die spent). You may choose to target a number of allies within 20' equal to your Intelligence bonus each turn. The temporary hit points last until the end of the battle.


Lead from the Front: You gain a bonus to armor class equal to your Intelligence modifier and a bonus to damage equal to your Charisma so long as you have an ally within 20'. When you make a successful attack against an opponent, you may choose an ally within sight of your target who may make a 5' shift and then make an attack of opportunity against your target.


Lead from the Rear: As a standard action, you may choose any ally. That ally gains a bonus to attack equal to your Intelligence bonus and a bonus to damage equal to your Charisma bonus. In addition, if you have Martial Weapon Die, you may grant them to the target for the target to expend them as though they were her own until the beginning of her next turn.


Close Formation: As a standard action, you may grant all allies within 30' a bonus to armor class equal to your Charisma modifier and a bonus to saving throws equal to your Intelligence modifier. These bonuses last so long as the allies remain within 30' of you.


Commanding Presence: As a standard action, you may choose an enemy. You make a Charisma plus Intelligence check against the enemy's Wisdom modifier. If the check is successful, whether out of fear or admiration, the enemy may not attack you or your allies until the end of your next turn unless attacked. The enemy may, however, move as it wishes. This ability may be used to either defuse a hostile situation and turn it peaceful or simply cause an single enemy to have a moment of doubt during the battle, depending on the situation. If you have Martial Weapon Dice, these dice may be expended to target more than a single enemy during the turn per a die spent, but a seperate roll must be made for each target.


Levels 1, 2, 4, 8 and 10 Tactics: Choose one Tactic to add to your character at each of these levels.
Changing Ranks - During your turn as a free action, you may select an ally within 5' of yourself. You and the ally immediately switch places on the battlefield. Neither you nor the ally provoke attack of opportunities during this manuever.


Combination Attack - When you make an attack of opportunity, a number of allies equal to your intelligence modifier within melee range of your target may also make an attack of opportunity.


Commander's Strike - As a Standard action, you may allow an ally within 50' to make an attack of opportunity. If you have martial weapon dice, you may expend one to give one to the targeted ally.


Confusing Formation - If you have a martial weapon die, once per a round you may expend a die as a reaction to an enemy taking an action against a friendly target to change the target of an enemy's action to another target within 5' of the enemy's original target.


Directing the Assault - As a standard action, you may grant ally allies within 20' advantage on their next attack roll until the beginning of your next turn.


Disperse - As a standard action, you and all allies within 50' may immediately take a 5' shift and make stealth rolls with a bonus equal to your Intelligence modifier.


Fight Through It - As a Standard action, you may choose a number of allies within earshot equal to your Intelligence modifier currently affected by an ongoing condition. They may make immediate saving throws to overcome the condition. The allies gain a bonus to their saving throws equal to your charisma modifier.


Lead the Charge - Before you charge towards an enemy, you may choose any ally within 20' who may also charge the same target.


Lower Guard - After you make a successful strike against an enemy, that enemy receives a penalty to AC equal to your Intelligence modifier. In addition, any further attacks against the target until the beginning of your next turn gain a bonus to damage equal to your Charisma modifier.


Manuever into Position - As a standard action, you may choose an ally within 50' and allow the ally to immediately make a move action.


Motivate the Troops - During a short rest, you may increase the maximum hit points of you and your allies by an amount equal to your charisma modifier per a hit dice. This bonus lasts until the next time you or the ally takes a long rest.


Provoke - As a standard action, make a Charisma check against a target within line of sight's wisdom. If successful, the target must immediately attempt a charge towards you. You gain a bonus to your AC and saving throws equal to your Intelligence modifier.


Spur Onward - As a standard action, you may grant an ally within 50' gains a bonus to their move rate equal to 5' multiplied by your charisma modifier until the beginning of your next turn.


Strategic Warning - When you may take an opportunity attack, you may instead choose to increase the armor class and saving throw of any ally by an amount equal to your Intelligence modifier.


Take Cover - You and all allies within 30' gain damage resistance equal to your Intelligence modifier until the beginning of your next turn.


Level 3: Combat Expertise (same as all classes)
Martial Weapon Dice:
Level 1-2: None
Level 3-4: 1d6
Level 5-6: 2d6
Level 7-8: 3d6
Level 9-10: 4d6
Level 11+: 5d6


Martial Weapon Damage:
Level 1-10: None
Level 11-13: +5
Level 14-16: +10
Level 17-19: +15
Level 20: +20


Level 11, 14, 17 and 20 Stroke of Luck - Due to your preplanning and inspiration, luck seems to be on your side and a critical moment that would otherwise have been a devastating failure turns into a success.
Once per a day, the Tactician may use a Stroke of Luck as a reaction to yourself or any ally failing an attack roll, saving throw or skill roll. Once you use this ability, the person who made that roll may reroll the roll-- this time adding the Tactician's combined Intelligence and Charisma bonuses to the roll. You may not use this ability again until you take a long rest.
At level 14, 17 and 20, you gain an additional use of Stroke of Luck, however you may only use one as a reaction to a roll made by either you or an ally.



Kits:
Aristocrat
Born into nobility, your life has been spent learning how to rule. You have taken battle training as sport, but always expected to be surrounded by your best guards. Unfortunately, things haven't quite worked out for you as expected.
Background: Noble
Specialty: Swashbuckler
Command Method: Inspire the Troops
Tactics: Directing the Assault (1st level), Fight Through It (2nd level), Provoke (4th level), Commander's Strike (8th level), Motivate the Troops (10th level)
Equipment: Studded leather, long sword, light crossbow, 10 bolts, adventurer's kit, and 75 gp.



Collaberator
You were an orphan of war, growing up around experienced troops who knew what they did best. They did their best to keep you safe and you did what you could to help them-- often merely carrying around their equipment. Having seen your benefactors face off against many foes, you have experiences and stories to draw upon that others your age do not. This gives you a keen insight when facing various foes and you can help your allies lay traps and find weaknesses that they might otherwise have to discover on their own.
Background: Thug
Specialty: Ambusher
Command Method: Plan the Assault
Tactics: Lower Guard (1st level), Disperse (2nd level), Provoke (4th level), Combination Attack (8th level), Confusing Formation (10th level)
Equipment: Studded leather, warhammer, heavy crossbow, 10 bolts, adventurer's kit, and 50 gp.



Diplomat
The battles you were best prepared for were those of the court. The foes you expected to face were rivals from other noble houses. Unfortunately, traveling from town to town, from castle to castle can be quite dangerous and you have had to find a way to make yourself useful on the field of battle as well. Though you cannot be expected to be found on the frontlines, you do your best to distract the enemies and keep the morale of your companions high.
Background: Charlatan
Specialty: Hedge Magician
Command Method: Commanding Presence
Tactics: Motivate the Troops (1st level), Stratetic Warning (2nd level), Spur Onward (4th level), Fight Through It (8th level), Directing the Assault (10th level)
Equipment: Leather armor, short sword, light crossbow, 10 arrows, adventurer's kit, and 95 gp.



Officer
Unlike most soldiers entering the army, your family's wealth afforded you a proper education on the ways of war. Your fellow soldiers might be quick to accuse you of weakness and cowardness, it is up to you to earn their respect and show the value of the extra training you received to turn the tide of battle.
Background: Soldier
Specialty: Defender
Command Method: Lead from the Front
Tactics: Commander's Strike (1st level), Lead the Charge (2nd level), Combination Attack (4th level), Changing Ranks (8th level), Spur Onward (10th level)
Equipment: Studded leather, long spear, long bow, 10 arrows, adventurer's kit, and 60 gp.



Patron
The world is dangerous and though you would be happiest to spend your days in a workshop, you find the reasons to head off on adventures too numerous to ignore. You have gathered around you a cadre of adventurers, or perhaps sought a company out on your own. Although there is a chance your companions see you as nothing more than a way to make some extra money, or even a burden on them as you inevitably find your way into danger, you do your best to contribute to the group in every way you can. Even if is merely to do your best to keep their morale high and look for a way for everyone to escape from the battle safely.
Background: Artisan
Specialty: Mystical Healer
Command Method: Close Formation
Tactics: Take Cover (1st level), Manuever Into Position (2nd level), Fight Through It (4th level), Lower Guard (8th level), Disperse (10th level)
Equipment: Leather armor, long spear, light crossbow, 10 bolts, adventurer's kit, and 100 gp.



Strategist
You have been trained to see the pulsing tide of war in a way ordinary soldiers are simply too close to understand. You have read all the great works of the finest generals in the world and know how to apply their techniques to every situation you encounter. Unfortunately, you have a long way to go before you find yourself standing atop the tower of a castle discussing the best way to defend the castle with the king. For now, you must follow along with a small cadre of adventurers to gain more experience and see the new foes and threats across the world. Though your knowledge may often not be as applicable to such a small group, you nevertheless seek to make yourself a valuable presence to your party.
Background: Sage
Specialty: Expert
Command Method: Lead from the Rear
Tactics: Manuever Into Position (1st level), Strategic Warning (2nd level), Confusing Formation (4th level), Take Cover (8th level), Changing Ranks (10th level)
Equipment: Leather armor, short sword, long bow, 10 arrows, adventurer's kit, and 70 gp.


I am sure the balance is WAY off, I literally have not spent a single minute playtesting this and I probably overlooked something major or am probably referencing mechanics that aren't even being used in DDN.  But-- this should at least make things clear as to how one would really need to stretch another class beyond the breaking point to really, truly encapsulate the concept of these sort of characters and they really belong in their own class. I am just trying to display the core of what the class really is and how the concept is probably considerably wider than the narrow image that the name "Warlord" is likely to leave one with.

As for Introducing the "Tactics" mechanic without other classes really having access to them-- It would be easy enough to create a system that allowed other character classes to purchase certain Tactics using Feats. That was, just like skills and manuevers, other classes could have access to them.

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3 months ago  ::  Mar 17, 2013 - 5:44AM #2
wrecan
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Date Joined: Jun 23, 2005
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Once a week, someone starts a thread thinking they've come up with the magic world that will make people who dislike "warlord" suddenly accept the class. Tactician, Strategist, Caudillo, Warrior, Knight, Officer, Captain, Marshal, yadda, yadda, yadda.

Every name is imprecise. Every name is inexact. No name is going to convert the detractors. Warlord is the absolute worst name possible... with the exception of every other name proposed for the class.
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3 months ago  ::  Mar 17, 2013 - 6:10AM #3
Hebitsuikaza
Date Joined: Apr 23, 2005
Posts: 949
Well, a Warlord sounds like a very specific thing-- a master of battle ruling over a legion of evil marauding monsters that will wreak havok on the world. At least a "tactician", if a bit bland, applies... but, hey, I am sure we are all open to a better name if someone can come up with it. Seriously, Captain, Marshal or Officer all sound better than "Warlord".

But what word describes the noble, the officer, the sidekick, the traveling merchant, the politician, the courtier, etc.... who all basically fulfill the group role of either setting forth the plan of attack and boost the morale before they go into battle, will join into the battle best they can but will primarily direct traffic, cheerlead or shout warnings during it and who will get to fallen heroes and passionately convince them to get back up and save the day on the brink of defeat or congratulate the party and boost their spirits after a victory.

It is a thing that I think virtually all of us comprehend as.. well.. unquestionably a class of characters that have traditionally not been given a very clear set place in the party despite having always existed in it or around it from the very beginning.

We just need a term for it that works as well as Rogue does for the sleek, shifty, nimble, alert master of skills, subterfuge and sleight of hand.

Anyway-- I mostly wanted to describe and demonstrate how the abilities belong to a fairly wide field of character archetypes that help the party intellectually and emotionally without ever carrying around a musical instrument or casting illusion spells.

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3 months ago  ::  Mar 17, 2013 - 2:00PM #4
EnglishLanguage
Date Joined: May 19, 2011
Posts: 5,290

Mar 17, 2013 -- 6:10AM, Hebitsuikaza wrote:

Well, a Warlord sounds like a very specific thing-- a master of battle ruling over a legion of evil marauding monsters that will wreak havok on the world.



That's a pretty narrow definition.

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3 months ago  ::  Mar 17, 2013 - 2:02PM #5
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,809
Tactician is just too narrow:  it misses the Inspiring aspect of the Warlord, which is critical to the class's concept and also to it's effectiveness within the stilted realm of D&D hp-based combat.
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"You want The Tooth?  You can't handle The Tooth!"  - Dahlver-Nar.

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3 months ago  ::  Mar 17, 2013 - 2:05PM #6
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,809

Mar 17, 2013 -- 6:10AM, Hebitsuikaza wrote:

Well, a Warlord sounds like a very specific thing-- a master of battle ruling over a legion of evil marauding monsters that will wreak havok on the world.


Yeah, tell that to John Carter.  

At least a "tactician", if a bit bland, applies... but, hey, I am sure we are all open to a better name if someone can come up with it. Seriously, Captain, Marshal or Officer all sound better than "Warlord".


They're also all narrower and less evocative than Warlord.  All three imply a mililtary rank and heirarchy that will be absent from most adventuring parties.  Marshal also has a long association with the western genre.

We just need a term for it that works as well as Rogue does for the sleek, shifty, nimble, alert master of skills, subterfuge and sleight of hand.


We have it: Warlord.


Love 4e?  Concerned about its future? Join the Old Guard of 4e

"You want The Tooth?  You can't handle The Tooth!"  - Dahlver-Nar.

"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly"  - E. Gary Gygax
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3 months ago  ::  Mar 17, 2013 - 7:07PM #7
sixtymya
Date Joined: Sep 7, 2008
Posts: 48
I was talking to my friend about this earlier, and, honestly, I just don't think that "Warlord" works for a base class - at least as I understand the entirity of the class. What follows is all my opinion, and I claim no superiority whatsoever. 

First, an explanation. When I hear of a "Warlord" character, I think of two things: 
"War", meaning that the character knows and has experienced much of (mass?) combat.
"Lord", from which I infer that the player is a leader, an inspiration, and has a high level of authority over a lot of people, most or all of which are inferior to the character in one way or another, whether that be in terms of martial skill or just military rank.

The second half of "Lord" is what I personally have a problem with. This idea of leading a large force is something that has always been iconic in the stories of non-D&D real-world warlords. And this is something that just doesn't show up in the base class, especially at low levels. 

I understand that the "battlefield skill" and "seeing the larger battle" were, functionally, there. But it didn't feel right in terms of fluff and levels, to me, at least. Sure, a 1st level warlord "aspires to lead an army one day", but that's the point. They either haven't led one yet or just aren't at the level of in-game power to justify leading one. They are a person with potential to be a warlord (in the non-class, real-world sense), but they aren't one. 

(Again, all of this is just my opinion. You may feel differently, and I respect that completely.)

As a prestige class, however, I can very much understand and love the Warlord. I believe the designers said that they want to make prestige classes more background, in-game events oriented, rather than just having character stats prerequisites. So, rather than requiring a fighter (or whatever class) to have, say, training in Knowledge (warfare) and other such things to become a Warlord (Prestige class), the character has to lead an army, or some largish force into battle and win. In this way, things that might have otherwise been prerequisites in other editions are not necessary to start the prestige class "Warlord", but simply make it much easier to fulfill the narrative prerequisite of successfully leading an army. It also allows players to attempt to start the Prestige class early while making a player who is higher level (and thus, in terms of power level, closer to the "Warlord" archetype of Alexander the Great and William Wallace) have an easier time becoming one. 

As a DM, I might have a dying king ask a dwarf fighter to lead his army into battle in his stead. I would rule this as an extended set of skill challenges mixed with combat. If the dwarf fighter is first level, his skill die is a d4, making it difficult to meet some of the skill checks for "Knowledge (warfare)" and the such, and the combat will be more taxing on him. A 7th level dwarf fighter, however, is both more martially adept and has a higher skill die, a d8. Thus, he will have an easier time leading the dying king's army to victory. 

I personally like the idea of the "Tactician" base class very much, even if the name is a bit dry. As I understand it, the 4e Warlord is about helping your friends while still being effective in combat. By "helping friends", I mean giving extra actions, healing, and hitting things fairly hard. If a class like this existed as a base class, it could very much do things the Warlord 4e class does, like giving extra actions (and reactions for 5e), hitting things fairly hard, and perhaps a spot of healing.

Anyway, that is my two cents, and my two cents are worth not more or less than anyone else's two cents. I might start a seperate topic for this idea, but hey, we'll see how that goes. 
 
Thoughts? 
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3 months ago  ::  Mar 17, 2013 - 7:13PM #8
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,809

Mar 17, 2013 -- 7:07PM, sixtymya wrote:

The second half of "Lord" is what I personally have a problem with. This idea of leading a large force is something that has always been iconic in the stories of non-D&D real-world warlords. And this is something that just doesn't show up in the base class, especially at low levels. ...
Thoughts? 


That's basically just the "turnip cart" objection, and it applies to just about all PC classes at 1st level.  

Love 4e?  Concerned about its future? Join the Old Guard of 4e

"You want The Tooth?  You can't handle The Tooth!"  - Dahlver-Nar.

"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly"  - E. Gary Gygax
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3 months ago  ::  Mar 17, 2013 - 7:16PM #9
sixtymya
Date Joined: Sep 7, 2008
Posts: 48

Mar 17, 2013 -- 7:13PM, Tony_Vargas wrote:

Mar 17, 2013 -- 7:07PM, sixtymya wrote:

The second half of "Lord" is what I personally have a problem with. This idea of leading a large force is something that has always been iconic in the stories of non-D&D real-world warlords. And this is something that just doesn't show up in the base class, especially at low levels. ...
Thoughts? 


That's basically just the "turnip cart" objection, and it applies to just about all PC classes at 1st level.  




I'm not sure I understand. What is the "Turnip cart" objection? My point was just that both the power levels and (usually) backgrounds of low level (1-5ish in D&D Next), as well as the "aspiring" aspect of the 4e class, don't match the title of "warlord", which is only usually applied to great and powerful leaders, like Alexander the Great and William Wallace, for example.

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3 months ago  ::  Mar 17, 2013 - 7:34PM #10
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,809

Mar 17, 2013 -- 7:16PM, sixtymya wrote:

Mar 17, 2013 -- 7:13PM, Tony_Vargas wrote:

Mar 17, 2013 -- 7:07PM, sixtymya wrote:

The second half of "Lord" is what I personally have a problem with. This idea of leading a large force is something that has always been iconic in the stories of non-D&D real-world warlords. And this is something that just doesn't show up in the base class, especially at low levels. ...
Thoughts? 


That's basically just the "turnip cart" objection, and it applies to just about all PC classes at 1st level.  




I'm not sure I understand. What is the "Turnip cart" objection?


"You don't just fall off the turnip cart and say "I'm a Walord!""

It's entirely spurious.  Not since AD&D level titles has their been any intimation that class names should be used in-character.  Doing so gets comical. 

My point was just that both the power levels and (usually) backgrounds of low level (1-5ish in D&D Next), as well as the "aspiring" aspect of the 4e class, don't match the title of "warlord", which is only usually applied to great and powerful leaders, like Alexander the Great and William Wallace, for example.


Warlord covers a lot more ground than alternative names like Marshal, Captain, Commander, General, etc (all high and/or formal military ranks), because it is informal.  A 'warlord' might lead a very small band of guerillas, or a hanful of tribal warriors, or the united military forces of an empire, or the Red Men of Helium City on Mars,  or anything in between.  It might be a formal title or an informal description.  It is, though, in context, merely a class name and it works fine - better than all the alternatives, at any rate.

Love 4e?  Concerned about its future? Join the Old Guard of 4e

"You want The Tooth?  You can't handle The Tooth!"  - Dahlver-Nar.

"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly"  - E. Gary Gygax
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