Warlord: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
No edit summary
1d4chan>QuietBrowser
No edit summary
Line 1: Line 1:
The Warlord is a fourth edition class that acts as a battle-Buffer, military officer material. He swings a weapon in fights, but most of the time a Warlord is shouting hitpoints back into his allies giving them extra shift moves ("no no no, you're doing it wrong, you should be standing over HERE and swinging like THAT..."), and performing similar feats of battlefield control.
The '''Warlord''' is a [[Dungeons & Dragons]] character class introduced to the game in [[Dungeons & Dragons 4th edition]]. Appearing in the first Player's Handbook, it was a flagship for the new design style of character classes in 4e, which in many ways makes it amongst the most [[skub]]tastic class of an already [[skub]by edition.


To quote our good frienemies over at TVTropes:
==In a nutshell==
The Warlord represents various "commander" archetypes, from a tactical genius to a charismatic gangboss to a grizzled veteran to a former army official. In the terminology of 4e, the Warlord is a Leader class of the Martial power source. This means it has the tactical role of "Leader", a secondary combatant focused primarily on augmenting the abilities of other party members, and it belongs to the "Martial" power source, which means its skills derive from basic training and combat savvy, rather than anything supernatural.


"A Warlord is a sub-par fighter and a sub-par healer, but grants immense tactical advantages to the rest of the party - bonuses to initiative, extra moves, extra attacks. Great for the strongly teamwork-oriented player, but a poor choice for those who yearn to be The Hero. The saying is: ''''A barbarian hits you with his axe; a warlord hits you with his barbarian.''''"
==How's that work?==
All Leaders are designed with the intent of supporting the party as a whole, but each Leader has its own way of doing so. Being a Martial class, the Warlord is a subpar healer, because it relies heavily on the tradition of hit points "abstractly" representing the health of a character. A Warlord's healing is not so much "magic somebody's arm back on" as "shout at somebody to stop being such a wuss and get back in there, Drill Sergeant style". Healing is left to its traditional master, the [[Cleric]].


Some Warlords lean more on their Charisma, while others rely on Intelligence, but Strength is important to every warlord. (Unless you are a dumb Lazylord, at which point your party should realize that you are just shouting commands to them instead of fighting and feed you to some dire weasels). Warlords also have a bowlord option, which is limited but not terrible
Where the Warlord excels as a Leader is in its tactical boosting. The Warlord specializes in handing out initiative bonuses, extra moves and extra attacks to the rest of the party like candy. A popular theoretical build, affectionately nicknamed "the Lazylord", actually has no direct attacking powers whatsoever; all of its powers revolve around maneuvering the rest of the party to counter threats. Hence the saying "'''A [[barbarian]] hits you with his axe; a warlord hits you with his [[barbarian]].''''"


The two builds in PHB 1 are:
Although this is directly handled by the various Warlord exploits (special attacks), it's also influenced by the class features. Keymost to these is the Commanding Presence feature, which gives a different bonus to allies who spend an action point within its area of effect: a Bravura Presence gives them increased attack options, an Insightful Presence grants a defense boost, an Inspiring Presence grants free healing, a Resourceful Presence grants either a damage buff or free healing depending on the situation, a Skirmishing Presence lets them take a free move, and a Tactical Presence grants increased attack.


INSPIRING WARLORD
The Warlord isn't good for players who want to be "The Hero", but then, the Leader role as a whole doesn't fit that goal very well. No, the Warlord is for players who want to be useful to the team as the whole. The player who has the most fun with the Warlord is generally somebody who likes the idea of not only getting to play a flavorful character, but also to help the team as a whole succeed.


The buffing archetype. Your signature powers are Charisma-based, and are meant to help your allies, either by healing, removing debuffs, or defending them.
And make no mistake, the Warlord can be pretty fun. Want to get your Drill Sergeant on? Warlord works wonders for that. Want to be a grizzled dwarf longbeard grumbling about how kids today don't realize how good they got it and generously sharing your wisdom so they don't screw up quite as often? Warlord can do that. Haughty nobleman or knight? Warlord. Napoleon? William Wallace? Both Warlords.


Hey, in playtesting, they had a power that let the rest of your party get a free shooting attack against a designated target called "Feather Me Yon Oaf". That's got to count for something!


TACTICAL WARLORD
==Player Reaction==
More about debuffing enemies, and moving them around to help your party get more hits in. The latter becomes literally true with the Commander's Strike power, which is the keystone of the "lazylord" build. Most of your non-beatstick abilities draw their power from Intelligence.
Warlords, as mentioned above, are pretty much the most controversial class in 4e, because they were brand new. Their fans absolutely adore them for the flavor they bring and because they were the first ever real attempt at a fully non-magic healer/buffer class. Others mocked them, and often were mocked in turn because their arguments tended to be repetitive ("how does it heal without magic? what if my PC doesn't ''want'' to take orders from anybody?") and usually pretty easy to shoot down.


 
==5e Fate==
The warlord's ideal place is front and centre, stabbing the fuck out of the party's enemies. It's a pretty good melee class, but the Warlord's main goal is to give his allies extra moves, attacks and heals. From a pure combat perspective, warlords are kind of like [[Paladin]]s, only more versatile, and without the extra boosts against undead.
The Warlord has essentially been lost with the changing of editions. The Battlemaster and Banneret subclasses for the [[Fighter]] arguably touch upon the same themes, and the Oath of the Crown [[Paladin]] and College of Valor [[Bard]] can both make decent..ish... substitutes, but for most Warlord fans, they're just not good enough, and the Warlord remains a surprisingly common request from WoTC despite how hated 4e was during its lifetime.
 
In fifth edition, it got killed off as its own thing. However, there are options for bringing it back; the Battle Master and Banneret [[Fighter]] archetypes both are pretty close to the Warlord's theme, and if you want to preserve the emphasis on healing/buffing, the [[Bard]] can actually work out pretty well if you take the College of Valor (or, to a lesser extent, the Unearthed Arcana-provided College of Swords).


= See Also =
= See Also =
{{D&D4-Classes}}
{{D&D4-Classes}}

Revision as of 05:34, 27 May 2017

The Warlord is a Dungeons & Dragons character class introduced to the game in Dungeons & Dragons 4th edition. Appearing in the first Player's Handbook, it was a flagship for the new design style of character classes in 4e, which in many ways makes it amongst the most skubtastic class of an already [[skub]by edition.

In a nutshell

The Warlord represents various "commander" archetypes, from a tactical genius to a charismatic gangboss to a grizzled veteran to a former army official. In the terminology of 4e, the Warlord is a Leader class of the Martial power source. This means it has the tactical role of "Leader", a secondary combatant focused primarily on augmenting the abilities of other party members, and it belongs to the "Martial" power source, which means its skills derive from basic training and combat savvy, rather than anything supernatural.

How's that work?

All Leaders are designed with the intent of supporting the party as a whole, but each Leader has its own way of doing so. Being a Martial class, the Warlord is a subpar healer, because it relies heavily on the tradition of hit points "abstractly" representing the health of a character. A Warlord's healing is not so much "magic somebody's arm back on" as "shout at somebody to stop being such a wuss and get back in there, Drill Sergeant style". Healing is left to its traditional master, the Cleric.

Where the Warlord excels as a Leader is in its tactical boosting. The Warlord specializes in handing out initiative bonuses, extra moves and extra attacks to the rest of the party like candy. A popular theoretical build, affectionately nicknamed "the Lazylord", actually has no direct attacking powers whatsoever; all of its powers revolve around maneuvering the rest of the party to counter threats. Hence the saying "A barbarian hits you with his axe; a warlord hits you with his barbarian.'"

Although this is directly handled by the various Warlord exploits (special attacks), it's also influenced by the class features. Keymost to these is the Commanding Presence feature, which gives a different bonus to allies who spend an action point within its area of effect: a Bravura Presence gives them increased attack options, an Insightful Presence grants a defense boost, an Inspiring Presence grants free healing, a Resourceful Presence grants either a damage buff or free healing depending on the situation, a Skirmishing Presence lets them take a free move, and a Tactical Presence grants increased attack.

The Warlord isn't good for players who want to be "The Hero", but then, the Leader role as a whole doesn't fit that goal very well. No, the Warlord is for players who want to be useful to the team as the whole. The player who has the most fun with the Warlord is generally somebody who likes the idea of not only getting to play a flavorful character, but also to help the team as a whole succeed.

And make no mistake, the Warlord can be pretty fun. Want to get your Drill Sergeant on? Warlord works wonders for that. Want to be a grizzled dwarf longbeard grumbling about how kids today don't realize how good they got it and generously sharing your wisdom so they don't screw up quite as often? Warlord can do that. Haughty nobleman or knight? Warlord. Napoleon? William Wallace? Both Warlords.

Hey, in playtesting, they had a power that let the rest of your party get a free shooting attack against a designated target called "Feather Me Yon Oaf". That's got to count for something!

Player Reaction

Warlords, as mentioned above, are pretty much the most controversial class in 4e, because they were brand new. Their fans absolutely adore them for the flavor they bring and because they were the first ever real attempt at a fully non-magic healer/buffer class. Others mocked them, and often were mocked in turn because their arguments tended to be repetitive ("how does it heal without magic? what if my PC doesn't want to take orders from anybody?") and usually pretty easy to shoot down.

5e Fate

The Warlord has essentially been lost with the changing of editions. The Battlemaster and Banneret subclasses for the Fighter arguably touch upon the same themes, and the Oath of the Crown Paladin and College of Valor Bard can both make decent..ish... substitutes, but for most Warlord fans, they're just not good enough, and the Warlord remains a surprisingly common request from WoTC despite how hated 4e was during its lifetime.

See Also

Dungeons & Dragons 4th Edition Classes
Player's Handbook 1 ClericFighterPaladinRangerRogueWarlockWarlordWizard
Player's Handbook 2 AvengerBarbarianBardDruidInvokerShamanSorcererWarden
Player's Handbook 3 ArdentBattlemindMonkPsionRunepriestSeeker
Heroes of X Blackguard* • Binder* • Cavalier* • Elementalist* • Hexblade* • Hunter* • Mage* • Knight* • Protector* • Scout* • Sentinel* • Skald* • Slayer* • Sha'ir* • Thief* • Vampire* • Warpriest* • Witch*
Settings Book ArtificerBladesinger* • Swordmage
Dragon Magazine Assassin
Others Paragon PathEpic Destiny
*·: Non-AEDU variant classes