Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: QUARTA edizione 4th - il WARLORD

il Warlord
http://www.wizards.com/default.asp?x=dnd/4ex/20080421a&pf=true
Excerpts: The Warlord
4th Edition Player's Handbook
While we continue to present excerpts and previews from the core
rulebooks every Monday, Wednesday, and Friday leading up to 4th
Edition’s release, we’ve also asked members of R&D to help introduce
these previews—to explain in brief what these materials bring to the
game.
Today’s excerpt selection concerns the warlord, including its traits,
features, and builds. In addition, we posed the following questions to
R&D’s Rich Baker: How did the warlord make it into the Player’s
Handbook?
His response:
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It wasn’t easy to choose the classes to appear in the Player’s
Handbook. Many conflicting objectives affected these decisions—for
example, we wanted to include multiple builds so that there would be a
number of different ways to create, for example, a fighter… but doing
so took up more space for each single class description, and that
meant fewer classes could fit into the Player’s Handbook. Similarly,
we wanted to reproduce popular classes from 3rd Edition as quickly as
possible, so that players engaged in ongoing games could convert
easily… but we also thought it would be highly desirable to show off
new classes that might give an experienced player a chance to try out
something he or she had never seen before.
This last point is one of the reasons why the warlord is in the new
Player’s Handbook. Just as 3rd Edition introduced the sorcerer (and re-
introduced the barbarian) up front, we felt that 4th Edition should
introduce one or two classes that weren’t previously part of the core
D&D experience.
The warlord first appeared in our second design draft of 4th Edition
as the marshal. Those of you familiar with the 3rd Edition Miniatures
Handbook might remember this class. (You might also wonder why we
changed the name from marshal to warlord. The answer is that we wanted
to broaden the concept from a medieval military commander to someone
who might be a barbaric warchief, an elven marchwarden, or a noble-
born knight-commander.) Of course, the 4E version was only loosely
based on the 3E version; among other things, the new marshal has
access to the same sort of power selection as any other 4E class,
instead of a boatload of auras. It was also moved more clearly into
the Leader role, while the 3E marshal was a class that fell “in
between” roles, and certainly couldn’t replace a cleric or a fighter
in the typical party mix.
The 4E warlord now helps alleviate that unfortunate requirement of
party composition in all previous editions of Dungeons & Dragons:
before, a party had to include a cleric in order to be effective. Very
early on in 4th Edition design, our work on character roles led us to
the idea that any character serving as the party’s “cleric”—whether a
bard, shaman, warlord, or whatever—needed to be as good at that job as
the cleric or else we’d have yet another edition of D&D in which every
party still needed a cleric. That led us to the idea of the Leader
role, and the warlord as just one of several possible classes that can
fill this role. Of course, the warlord fills it in his own unique way,
with powers that have a strong flavor of clever tactics and heroic
inspiration. Read on a bit, and you’ll see for yourself!
--Rich Baker
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“Onward to victory! They cannot stand before us!”
Warlords are accomplished and competent battle leaders. Warlords stand
on the front line issuing commands and bolstering their allies while
leading the battle with weapon in hand. Warlords know how to rally a
team to win a fight.
Your ability to lead others to victory is a direct result of your
history. You could be a minor warchief looking to make a name for
yourself, a pious knight-commander on leave from your militant order,
a youthful noble eager to apply years of training to life outside the
castle walls, a calculating mercenary captain, or a courageous marshal
of the borderlands who fights to protect the frontier. Regardless of
your background, you are a skillful warrior with an uncanny gift for
leadership.
The weight of your armor is not a hindrance; it is a familiar comfort.
The worn weapon grip molds to your hand as if it were a natural
extension of your arm. It’s time to fight and to lead.
Class Traits
Role: Leader. You are an inspiring commander and a master of battle
tactics.
Power Source: Martial. You have become an expert in tactics through
endless hours of training and practice, personal determination, and
your own sheer physical toughness.
Key Abilities: Strength, Intelligence, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: From the class skills list below, choose four trained
skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal
(Wis), History (Int), Intimidate (Cha)
Build Options: Inspiring warlord, tactical warlord
Class Features: Combat Leader, Commanding Presence, inspiring word
Warlord Class Features
Warlord Overview
Characteristics: You are a strong warrior in melee, able to stand
beside the fighter or paladin in your party. Your powers grant allies
immediate actions (usually moves or attacks), provide bonuses to
attack or defense, and grant healing in the midst of battle.
Religion: Warlords favor martial gods such as Bahamut and Kord, and
those who have a particular eye for strategy or leadership esteem Ioun
or Erathis. Evil and unaligned warlords often worship Bane.
Races: Dragonborn make excellent inspiring warlords, and half-elves
are equally inspiring leaders. Eladrin are skilled tactical warlords.
Tiefling warlords are versatile, combining powers from both builds,
and humans can excel at either path.
All warlords have these class features.
Combat Leader
You and each ally within 10 squares who can see and hear you gain a +2
power bonus to initiative.
Commanding Presence
Choose one of the following two benefits.
Inspiring Presence: When an ally who can see you spends an action
point to take an extra action, that ally also regains lost hit points
equal to one-half your level + your Charisma modifier.
Tactical Presence: When an ally you can see spends an action point to
make an extra attack, the ally gains a bonus to the attack roll equal
to one-half your Intelligence modifier.
The choice you make also provides bonuses to certain warlord powers.
Individual powers detail the effects (if any) your Commanding Presence
selection has on them.
Inspiring Word
Using the inspiring word power, warlords can grant their comrades
additional resilience with nothing more than a shout of encouragement.
Creating a Warlord
The two warlord builds are inspiring warlord and tactical warlord.
Some warlords lean more on their Charisma, while others rely on
Intelligence, but Strength is important to every warlord.
Inspiring Warlord
You lead by exhortation, encouragement, and inspiration. Your powers
help your allies find new surges of courage and endurance within
themselves, helping them heal, shrug off debilitating conditions, and
defend themselves from attack. Your attack powers rely on Strength, so
that should be your best ability score. The benefits you give your
allies, though, depend almost entirely on Charisma, so make that
second best. Intelligence is your best third choice, so you can dabble
in other warlord powers and to help your Reflex defense. Select powers
that make the best use of your high Charisma score.
Suggested Feat: Inspired Recovery (Human feat: Toughness)
Suggested Skills: Athletics, Diplomacy, Heal, History
Suggested At-Will Powers: commander’s strike, furious smash
Suggested Encounter Power: guarding attack
Suggested Daily Power: bastion of defense
Guarding Attack Warlord Attack 1
With a calculated strike, you knock your adversary off balance and
grant your comrade-in-arms some protection against the villain’s
attacks.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn,
one ally adjacent to either you or the target gains a +2 power bonus
to AC against the target’s attacks.
Inspiring Presence: The power bonus to AC equals 1 + your Charisma
modifier.
Bastion of Defense Warlord Attack 1
Honorable warriors never fall!
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Allies within 5 squares of you
gain a +1 power bonus to all defenses until the end of the encounter.
Effect: Allies within 5 squares of you gain temporary hit points equal
to 5 + your Charisma modifier.
Tactical Warlord
Your leadership takes the form of quick commands, cunning strategies,
and tactical superiority. Your powers guide your allies to extra and
more powerful attacks, as well as helping them move quickly in combat
situations. You also assist your allies by moving your enemies around
or knocking them prone. You use Strength for your attack powers, so
make that your best ability score. Intelligence is secondary, because
your Intelligence determines just how effective a leader you are.
Charisma should be your third best score, so you can dabble in other
warlord powers and to improve your Will defense. Select powers that
make the best use of your high Intelligence score.
Suggested Feat: Tactical Assault (Human feat: Weapon Focus)
Suggested Skills: Endurance, Heal, History, Intimidate
Suggested At-Will Powers: viper’s strike, wolf pack tactics
Suggested Encounter Power: warlord’s favor
Suggested Daily Power: lead the attack
Warlord’s Favor Warlord Attack 1
With a calculated blow, you leave your adversary exposed to an
imminent attack from one of your closest allies.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. One ally within 5 squares of you
gains a +2 power bonus to attack rolls against the target until the
end of your next turn.
Tactical Presence: The bonus to attack rolls that you grant equals 1 +
your Intelligence modifier.
Lead the Attack Warlord Attack 1
Under your direction, arrows hit their marks and blades drive home.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the encounter,
you and each ally within 5 squares of you gain a power bonus to attack
rolls against the target equal to 1 + your Intelligence modifier.
Miss: Until the end of the encounter, you and each ally within 5
squares of you gain a +1 power bonus to attack rolls against the
target.
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Be sure to return Wednesday for a look at paragon paths from the
Player's Handbook!
©1995-2007 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.
All Rights Reserved.
--
Fabio

 
http://www.wizards.com/default.asp?x=dnd/4ex/20080421a&pf=true
Non è che mi piaccia molto.
Alla fine tutte le sue abilità sono attacchi che in più potenziano gli 
alleati. Variano nei buff, ma sempre attacchi sono. Tutto con la stessa 
meccanica, spesso pure con lo stesso danno.
Ora come ora poi sembra che per fare danni debba per forza potenziare i 
compagni... il che sembra un po' strano :|
(basti pensare ad un warlord che si ritrova a combattere da solo: chi 
diavolo sta incitando? Se stesso? E questo gli basta per fare 2[w] o 
anche 3[w]? Boh)
Bisognerà vedere le abilità successive.
Ciao ciao
Llark
-- 
Presidente Reindeer (sez. TreEmme Roma)
"Come with me in the twilight
of a summer night for a while
tell me of a story
never ever told in the past"
http://llark.altervista.org/

  anche 3[w]? Boh)
Beh, dovevano dare un nome all'abilita' suppongo ;)
(e concordo con te che alcuni finiscono per suonare parziali o perfino
stupidi, ma e' lo stesso problema dei talenti, degli incantesimi
eccetera: riferimento).
Parvati V
-- 
"Cosa e' celvello? Pai non ha cosa del genele" - Pai, 3x3 occhi
UnaMoleDiDadi (TreEmme Torino): 
http://umdd.altervista.org/
http://parvatiquinta.blogspot.com/

 Beh, dovevano dare un nome all'abilita' suppongo ;)
Certo, è che però questo "incitamento" non mi dà il giusto sapore di 
quello che dovrebbe essere un leader.


  quello che dovrebbe essere un leader.
Allora, ti chiederei: cosa dovrebbe fare il leader secondo te?
Un comandante militare come questo era stato introdotto, ad esempio, con
il Cavaliere di Sommerlund di Lupo Solitario, anche se in realta' le
meccaniche di comando in battaglia erano poco applicabili alle normali
situazioni di combattimento della 3.5 (forse anche per questo hanno
ridisegnato l'approccio).


 Allora, ti chiederei: cosa dovrebbe fare il leader secondo te?
Così mi sembra un picchiatore che incidentalmente fornisce vantaggio 
agli amici (che tra l'altro manco è l'unico, visto che anche altri 
poteri, es il ladro che sposta un nemico, possono fornire bei vantaggi 
ai propri compagni). Mi piacerebbe che affiancassero ad abilità di 
attacco & potenziamento anche alcune abilità solo di potenziamento (se 
si vogliono evitare i buff che durano tot round, anche cose come "faccio 
rifare i ts per un round", "elimino uno status negativo", "sacrifico il 
mio movimento per darlo a qualcun altro" o cose stupide di questo tipo).
Comunque, vedremo il risultato finale.
