Category Archives: warlord

D&D Podcast: Blood of Gruumsh & Warlords

I actually finished the podcast this time, so that is a plus. I also finally picked up a set of Blood of Gruumsh earlier this week, and agree that the minis, in particular the ogre, are pretty good. Though I have yet to play Dungeon Command, I am strongly considering snagging a second set just to round out my horde hoard. I do, however, disagree with Mearls’s regarding everything warlords and hit points.

The warlord is one of my favorite 4th Edition classes. It was interesting, fun, new (or fairly new if you count the marshall from 3rd Edition’s Miniature’s Handbook), played well with tieflings (one of my favorite races), and had an absolutely awesome level 29 daily exploit (Defy Death) that I never got a chance to use. It was also a fully viable replacement for a cleric, which is very important for me in a game where formerly the only simple and reliable solution was basically a sorcerer-ized cleric.

Despite a limited access to maneuvers–currently capping at all of five at 10th-level–I am actually okay with warlord exploits existing as fighter maneuvers. After all up until Martial Power 2, where you could pick an archer-type class feature, the warlord was primarily a melee warrior that could dole out benefits to her allies.

What I am not okay with is it losing out on healing because of Mearls’s oddly narrow interpretation of how hit points work, by essentially making the argument that William Wallace shouting at someone to heal them does in fact not make sense.

Frankly this statement sounds awfully like the kind of argument that 4th Edition haters used to try and levy against the game several years ago. It did not make sense then, and unless 5th Edition is going to have some sort of injury system as part of the core hit point rules, it does not make sense now. What makes his whole argument even more bizarre, is that it differs greatly from how he tried to explain hit points and healing surges several years ago (which starts around the 11:50 mark).

Obviously William Wallace could and should not be able to regenerate people’s limbs no matter how much he shouts or encourages them, but since when have hit points represented solely physical trauma? For that matter when have hit point damage ever resulted in grievous injuries in the first place?

In every edition of Dungeons & Dragons characters are, by default, perfectly fine until they are reduced to 0 or less, so can characters function just fine while carrying their guts? I guess it just fixes itself after a few days of rest, even without serious medical attention. Will healing potions allow you to regrow lost limbs, since it is magical healing?

A more accurate question would be if, in a game where hit points represent a variety of very abstract things, from physical punishment, exhaustion, luck, combat prowess, mental stress, and more, often on an attack-by-attack basis, would you expect a guy to be able to restore them through some form of inspiring presence?

YES.

There should be other classes that can feasibly substitute for the cleric, which by itself should not be mandatory for play. The warlord is an excellent class, and I want it to be able to buff the rest of the party, as well as be able to heal them if the player wants to emphasize that. Maybe not to the degree that a cleric could, but at an acceptable baseline.

Magical healing should also not be required, especially since hit points have never consistently represented physical trauma. If the most basic rules cannot accommodate a party of adventures without magical healing, then the design team needs to address the definition of hit points and how they work so that players can more freely play what they want, without having to worry about houserules, optional rules, or DM handouts.

Dragon: Class Compendium

A lot of people were bummed when they yanked Class Compendium: Heroes of Sword and Spell off of the product catalog, and I’m sure more than a few were skeptical to say the least when WotC stated that they’d release it in the future in some incarnation. Well, the wait is over. This new column purports to “take a fresh look at the versions of the fighter, cleric, rogue, warlord, and wizard”. Hopefully, we’ll see more of this for other classes (assuming its good, anyway), but since warlord is one of my favorite classes I’m anxious to see what sort of treatment it gets. Hopefully it doesn’t get delayed or lost in time and space.

Character Concepts: Tiefling Resourceful Warlord

I actually got to play this character legally up to level 7, I think, before Adrian scrapped the entire campaign and had us crank it up to eleven. My main dislike was that half my ability scores were the same, at the start (16), and I had a hard time with the whole trident bit at first (it eventually grew on me and better fit the whole “devil” thing).

I wanted to multiclass into warlock, but the infernal pact relies on Constitution and frankly that was the one that made the most sense. Were I to go back and do it over again I’d probably take Implement Expertise, though Arcane Initiate with Hellfire Blood and a master’s wand of scorching burst did really well.

In the end Kobal was the funnest warlord that I ever played, and I’ve since retooled her to work in Eberron (dragonshard prospector in the Shadow Marches) in anticipation for its release this month.

====== Created Using Wizards of the Coast D&DI Character Builder ======
Kobal, level 1
Tiefling, Warlord
Commanding Presence: Resourceful Presence

FINAL ABILITY SCORES
Str 16, Con 13, Dex 10, Int 16, Wis 8, Cha 16.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 10, Int 14, Wis 8, Cha 14.

AC: 17 Fort: 14 Reflex: 14 Will: 14
HP: 25 Surges: 8 Surge Value: 6

TRAINED SKILLS
History +8, Intimidate +8, Athletics +9, Diplomacy +8

UNTRAINED SKILLS
Acrobatics -1, Arcana +3, Bluff +5, Dungeoneering -1, Endurance, Heal -1, Insight -1, Nature -1, Perception -1, Religion +3, Stealth +1, Streetwise +3, Thievery -1

FEATS
Level 1: Improved Resources

POWERS
Warlord at-will 1: Wolf Pack Tactics
Warlord at-will 1: Opening Shove
Warlord daily 1: Fearless Rescue
Warlord encounter 1: Hammer Formation

ITEMS
Trident, Light Shield, Hide Armor, Adventurer’s Kit, Spiked gauntlet, Dagger
====== Created Using Wizards of the Coast D&DI Character Builder ======