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Warlord Fighter Archetype for 5th edition D&D

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Warlord

The Warlord is a new Fighter Archetype for 5th Edition D&D which aims to emulate the 4th Edition Warlord class. The subclass is still a Fighter at its core, but with added tactical depth through the ability to issue Warlord Commands.

I have always liked the Fighter as a concept and I feel like 5th Edition has created a fun and very broad base class that can be used to create many types of martial characters that fulfill many different concepts. One concept that is unfortunately still hard to pull off is the concept that was made possible through the Warlord of 4th Edition, i.e. a martial character that can give away attacks, movement, non-magic healing or other benefits to his allies and supporting them from the front line.

There are bits and pieces of the Warlord in several existing subclasses in 5th Edition, such as the Battle Master, the Purple Dragon Knight, the Valor Bard and even the Oath of the Crown Paladin and the Mastermind Rogue. However, multiclassing between two or more of these subclasses often ends up making rather poor and convoluted character builds.

I therefore created this Archetype in order to allow players to create what I believe is a fun Archetype that captures the spirit of the 4th Edition Warlord while also keeping the streamlined simplicity of 5th Edition. What we are left with is a martial character that acts more as a strategist and leader and less like an ordinary Fighter. Lastly, the Warlord is conceptually about leading and supporting others through tactcs, so I made the subclass a Charisma or Intelligence based Fighter with some interesting new abilities that allows him to give out benefits by foregoing his own attacks.

I hope people find this Archetype as much fun to play as it was to design.

Please critique and comment. The Archetype has not been playtested so I would love to hear from people how it feels and what works and what doesn't.

Changelog

2018-23-09 — Version 1.5

  • Added some flavor text and updated the overall layout since the subclass now requires two separate pages. Also added a table of all the Warlord abilities and the corresponding levels. 
  • Added Intelligence as a possible ability score to use for the various Warlord abilities (in addition to Charisma).
  • Made clarification to Formation. It should affect the first attack made against each ally, not the first attack made by each enemy.
  • Removed cantrips from Let Fly.
  • Added a new Warlord Command called Unleash. Unleash allows a spellcaster to cast a damage dealing cantrip as a reaction, but the Command is more regulated than Let Fly. This was done in order to avoid overpowered and unintended combos (for example; cantrips that allow multiple attack rolls, such as Eldritch Blast, are made less potent, and cantrips that require a melee weapon attack, such as Booming Blade and Green-Flame Blade, are excluded altogether).
  • Changed Fight as One to allow up to 6 allies to reroll their saving throws. This should make it a more interesting option to use at the fairly high levels when the ability is aquired.
  • Added a section with Author's Notes to give DMs and players some insight into my design process and the overall conceptual goal of the subclass.

2018-07-03 — Version 1.4

  • Moved Feared and Respected from 7th level to 3rd level, but had the stronger aspect become a 7th level upgrade instead.
  • Moved Master of Tactics to 7th level to avoid front-load and potential multiclass misuse.

2018-23-01 — Version 1.3

  • Changed the wording of Charge so that the ally's reaction is required for both the movement and the attack, not just the attack.

2017-23-12 — Version 1.2

  • Added artwork and changed the layout.
  • Added 'ranged spell attack (cantrip)' to Let Fly so that the Command can be utilized by spellcasters as well as martials.
  • Removed "within 30 feet of you" from the text in the Battlefield Mastery ability since one of the Commands has a range of 60 feet.

2017-04-12 — Version 1.1

  • Renamed the second Warlord Command to Formation (previously Hold the Line) to avoid confusion with the Cavalier ability with the same name from Xanathar's Guide to Everything. Also changed the ability so that it now affect the first attack made against each ally.
  • Changed the temporary hit points granted by Regroup so that it is based on one's Fighter level instead of half of one's Fighter level. This way it scales better at higher levels.
  • Changed Feared and Respected so that the Warlord gets double proficiency in Intimidation and Persuasion instead of getting advantage on rolls with the skills while in combat. This way the ability is more universally useful instead of barely ever coming up.

2017-20-10 — Version 1.0

  • Original version
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Reviews (1)
Discussions (9)
Customer avatar
Liam O November 26, 2019 2:38 am UTC
PURCHASER
Hey there! Just picked this up for myself to bring into my current friend's group (either for my own use as a fighter down the line, or one of my friends), I've always wanted something a bit more Commander-y then the Battlemaster, as good as it is it seemed to be more designed for a warrior with special attacks mostly reserved for themself.

I would like to ask, do you think the temp HP from Regroup might get a bit out of hand? I do think having it fade after battle (so super temporary even for temporary) is a good call, but the numbers might get a bit crazy if used repeatedly. Do you think maybe Fighter level halved (rounded down) might make it more manageable?
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Customer avatar
NIKLAS S November 27, 2019 8:37 pm UTC
CREATOR
Thank you very much for your comments. I haven't had a chance to playtest this further since I created it, so I'm still not sure how it would work in actual play. I do think however that since you give up an attack to allow a Command to happen, you are basically trading hurting enemies for boosting the HP of allies temporarily. Since temp HP don't stack I don't see this being too disruptive at least at lower levels.

The Warlord will never be a super effective healer, instead I see them more as being able to give either an inspirational boost in the middle of battle, or give someone who is really low in HP a much needed buffer so that they may stay alive for a few more hits. And at higher levels, well, then Wizards are able to bring down stop time, shapeshift into dragons or bring doen meteors... So I don't see being able to give out some temp hp every round as being something that ruins the game.

Do let me know if you play it and it really doesn't work however.
Customer avatar
R Brian S January 15, 2019 8:07 pm UTC
PURCHASER
Have been playing this in a campaign and really enjoying it so far. Just noticed the updates, and was making them to my character.

I did notice that now, with the current wording, Formation no longer affects the first attack made by each enemy, but only the first attack made to each affected ally. Was this an intended change? I did not see it listed in your Changelog.
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Customer avatar
NIKLAS S January 15, 2019 10:08 pm UTC
CREATOR
I'm glad to hear that you are enjoying the Warlord! May I ask what level your character is right now in your campaign?

In terms of Formation, yes, it was an intentional change (or rather a clarification) that it only affects the first attack made against each ally adjacent to another ally, and not the first attack made by all enemies. Someone pointed out that giving Disadvantage to the first attack made by ALL low level enemies regardless of their number would be a bit too good, and I agree. The intention is more to simulate a shield-wall or shield-brother scenario, where you group together and cover each other for better situational protection. Once the initial strike hits or misses you however, you need to reposition yourself and the 'advantage' of grouping together is lost.

You are right about the Changelog, I'll add it for clarification. Thanks for pointing that out!
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R Brian S January 18, 2019 4:25 am UTC
PURCHASER
He is level 9, a single class Lightfoot Halfling Warlord with the Entertainer background, and the feats Second Chance and Squat Nimbleness from Xanathar's. He started out all Dex and Cha, very little Str, using protection fighting style to cover his allies. However he recently got his grubby little hands on a belt of Frost Giant Strength, so he switched from Rapier and shield to Battle Axe and shield :D

As is to be expected, he is wonderful when surrounded by his friends, but should he have to fight alone, say if he is sparring with someone or gets separated, the lack of any abilities that affect his opponent besides his regular fighter stuff is keenly felt. I do not mind though, I made him to support his fellows, and he does that VERY well.
Customer avatar
Gabor Z July 17, 2018 8:17 pm UTC
PURCHASER
Interesting take on the warlord. I like the idea of the action economy tax and forgoing the warlord's own attacks for expanded options. The flavor for the free social skills and expertise in them is good enough, starting out as almost a ribbon then becoming really useful as the character grows.

I'd have a few recommendations as some of the commands seem quite powerful without clarification in their wording or a limit on their use.

Charge/Let Fly: I recommend adding a sentence to these saying the Charisma bonus is added only to one damage roll regardless how many hits are possible by the single attack/spell, so multihits like eldritch blast won't suddenly skyrocket in usefulness. This would be similar to the errata of elemental affinity of the sorcerer's end.

Formation: Disadvantage is very powerful. In giving up one attack per round, you impose disadvantage on any number of enemies against up to 6 allies. Many enemies don't make more than one attack even. Personally I'd re-phrase...See more
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Gabor Z July 17, 2018 9:42 pm UTC
PURCHASER
Sorry, in my comment above I meant half cover not light cover when I mentioned it. Also on the possibility of basing the number of affected creatures on Int, same for Make Haste or features affecting multiple of allies. I just think that it'd make sense that a combat leader would also have a higher intelligence to manage the coordination and tactics of troops. I'll talk with my player and we'll test those abilities with 1+int mod (minimum 1) number of targets as well as the fix 6 targets. Would also give an opportunity for the character to grow over time by improving a secondary ability score. We'll test it and see how it goes!

Also it occured to me that Master of Tactics basically uses a bonus action to grant advantage for...well practically free. On ANY check. While I'd be ok with it just for the cool factor, what bugs me is that the battlemaster has a maneuver that gives advantage but is limited to attacks and requires an expendable resource. Just saying you could be fighting two trolls and assist...See more
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NIKLAS S July 22, 2018 7:51 pm UTC
CREATOR
Thank you very much for your comments. I'm glad you like the idea and I very much welcome any playtesting and suggestions that come from it. I'll try to respond to your recommendations below.

Charge/Let Fly: Yes, I agree. I don't think this is an issue for normal melee or ranged weapon attacks (which was what the ability was designed for initially). The issueis pretty much only starts when I introduced cantrips (since they scale in damage), and especially for eldritch blast (since it has multiple beams and often agonizing blast. I'm thinking about removing cantrips from Let Fly and instead create a completely new Command specifically for ranged cantrips, and be a little more restrictive in terms of only allowing a single attack roll or saving throw for the cantrip. That should keep it more reasonable

Formation: The intent of the ability is actually what you are describing, i.e. that only the first attack made against each of the Warlord's allies in the formation is made with disadvantage....See more
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Customer avatar
Gabor Z January 16, 2019 4:46 pm UTC
PURCHASER
I promised I'd get back to you about this class option, so here it is! I have been testing this with my group for several sessions now, and it's working out pretty well. The character who uses it is currently level 9 with a 20 charisma score and a beast of a warlord after getting the feel for how the action economy works for the rest of the group. Here are some of my observations:

The warlord gave the party wizard an out with Retreat when enemies were trying to pressure the back lines, saving the wizard's slots from using misty step and other defensive/escape spells that would limit his control/damage output.
When facing fewer number of enemies he likes giving Charge to the party rogue for the extra sneak attack, otherwise considers him needing the reaction for uncanny dodge.

Our tank is a dragonborn fighter/sorcerer with an AC of 23 and heavy armor master feat. When he gets Regroup from the warlord for temporary hit points, he often gets through fights without taking real damage...See more
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Customer avatar
NIKLAS S January 16, 2019 9:36 pm UTC
CREATOR
Thank you very much for your comments! I really appreciate it and it's great to hear how the Archetype is working in actual play.

If I'm understanding you correctly Retreat is working fine. It seems to be a good option that is being used but isn't causing problems.

Regroup seems to be a bit too powerful and needs to be limited somehow. Tying it to the ally's hit dice was actually something I was considering when designing the subclass, so I might just add this, so that the Command that grants temporary HP is limited in one way at least. I also agree with your assessment that this feels right both thematically as well as mechanically to use hit dice, i.e. that the Warlord manages the stamina/endurance/resources of the 'troops'.

Master of Tactics (using Help as a bonus action) seems strong (as it is intended to be), and especially paired with Charge, Let Fly and Unleash. I suspected having a Rogue in the party would be the real test of the attack Commands, and it seems that...See more
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Gabor Z January 25, 2019 3:50 pm UTC
PURCHASER
Based on how things worked out for my group so far, this how I house ruled the attack commands:
Charge/Let fly/Unleash: Replaced them with two new commands.
One is for granting the ally within 30 feet an unarmed/weapon attack as a reaction against an enemy both the ally and warlord can see. The extra damage based on the warlord's ability bonus is conditional: it applies only if the ally damages an enemy that the warlord also damaged that turn.
The other one lets an ally cast a damaging cantrip. No extra damage for this one, because cantrips often have useful effects or can play on a target's weak saves. Instead it has a secondary use, where the ally can as their reaction release a spell they cast as part of the delay action and are still concentrating on, provided the warlord is aware what spell it is. Basically I wanted a bit of tactical play where the warlord can be an alternative, manual trigger for a delayed spell.
Customer avatar
dan H May 31, 2018 7:36 pm UTC
PURCHASER
I very much like the concept but the commands are very overpowered. The subclass needs to be balanced against the battlemaster by limiting the number of uses of the commands. 4/short rest or Char/short rest. If you don't like that, then how about 4/short rest, can spend action surge to recharge 4 more. Certainly take away any extra damage.
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Customer avatar
NIKLAS S June 01, 2018 9:12 am UTC
CREATOR
Thank you for your comment. I don’t necessarily agree that the Commands are overpowered, and I also don’t agree that they need to be balanced around a short rest like the Battlemaster. While Battlemasters are fine, they tend to run out of superiority dice – fast. If you do this with a warlord type character, you no longer feel like a warlord once the resources are spent. For the rest of the fight you are simply a vanilla Fighter. A Battlemaster who runs out of superiority dice however still feels like a master of weapons. This is the big difference in terms of how the mechanics support the flavor. I specifically moved away from short rest mechanics because of this.

Also, I think you may have missed the point of the Commands using an attack from the Warlord and (usually) a reaction from the other party members. This ‘action economy tax’ is there so that while using the Commands every turn is an advantage (as it should be), it is not an overpowered advantage. Sure, the Rogue may get another...See more
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dan H June 05, 2018 6:11 pm UTC
PURCHASER
Just an example of the overpowered commands. Let fly an 11th level, a fighter would give up 1 attack which would do about 1d8+7 (11) damage. They could give a rogue an attack which would do 1d8+5d6+10 (32) damage or a warlock 3 eldtrich blasts for a total of 3d10+3d6+30 (hex+warlock charisma+your charisma) (57) damage. Even if there was only a wizard or sorcerer in your party, they could do 3d10+5 (22) with a fire bolt.
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Customer avatar
NIKLAS S June 06, 2018 9:14 am UTC
CREATOR
Interesting point. First of all, you are assuming that the Warlord will have a STR/DEX of 20 and a CHA of 20 at level 11, which is not very likely, but for the sake of argument, sure. You are also assuming that a fighter is using a one handed 1d8 weapon and that the rogue is using a rapier, longbow or crossbow with a d8 damage die. Not always going to be tha case, but again sure. The bump from 11-ish damage to 22-32-ish (fighter trading his attack to rogue or wizard/sorcerer) is exactly the kind of thing a 11th level character should be able to do power/damage wise on each turn. I dón't see this as being overpowered at all. Eldritch blast however, I do see how it could become a problem, but that has more to do with Agonizing blast and Eldritch blast being overpowered, not this subclass. However, that could be fixed by only allowing a single beam (single attack or attack roll) to be used. I'll see about making a change for this in a later update.
Customer avatar
Arden W March 21, 2018 2:03 am UTC
PURCHASER
I altered the class slightly in my game. I also allow players to replace intimidate and persuasion with History and Investigate along with replacing charisma with intelligence if they so choose for an intelligence tactician based commander instead.

I absolutely love this class, is so much better than relying on those annoying battle dice and crap. Is the class I've always wanted. At least the intelligence version... so almost there. Only took a slight alteration.
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NIKLAS S April 03, 2018 9:01 pm UTC
CREATOR
Thank you very much for your comment. I've actually already been thinking about adding Charisma OR Intelligence for a while now, so I'll probably change that in a future update. I know chosing between multiple ability score modifyers isn't something that we normally see in 5e, but I think it fits well with the idea that a warlord can be either smart OR charismatic in order to lead his allies.

In regards to History and Investigation, if I were to make a Warlord myself I would definately pick History as one of my skills, but I'm not sure that I'd give it double proficiency. Same goes for Investigation. It doesn't really say Warlord per se to me, but it can definately be a nice skill to have, even if it isn't particularly tied to the concept. This is why I think I'll keep the Feared and Respected part focused on the Charisma based skills instead of the Intelligence ones. The way I see it, even an Intelligent leader needs to be semi-good at persuasion and intimidation in order to lead in the field. You...See more
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Benjamin P January 23, 2018 9:32 pm UTC
PURCHASER
Firstly, I really like this idea and most of your execution of the concept, which is why I'm making so many comments. So forgive me for poking at it so much.

I have a vague unease about getting access to all of the Commands at level 3, but it is balanced against losing an attack. And some of them need to be playtested, which I haven't done yet.

I think that the Master of Tactics should be moved to level 7, as it is a full-fat, crunchy ability. I'd do a straight swap for Feared and Respected, as this is a ribbon. I'd also consider changing Feared and Respected to gaining Proficiency in Intimidation and Persuasion, rather than expertise, which is a Rogue and bard ability.


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NIKLAS S January 24, 2018 6:34 pm UTC
CREATOR
It's quite alright, I really appreciate the feedback and I enjoy sharing my reasoning. I'm glad you like the idea and the overall execution.

My reasoning behind giving the Warlord access to all Commands at level 3 is that I didn't just want to make a Battlemaster 2.0, but rather something that is its own thing. My main complaint about the Battlemaster in regards to the Warlord concept is that you can only use Rally or Commander's strike once or twice per battle, then you are done, you are just a regular fighter with high Charisma after that, and you probably also want to use some superiority dice on some other Maneuvers. The Commands on the other hand are few, given early on and not super powerful, but gives a lot of versatility to the team, and gives a more strategic feel to the Fighter without having to manage a finite resource. The progression for the Warlord comes not from learning more Commands, but from more uses per round as you level up. The Battlemaster and Purple Dragon Knight are more about...See more
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Benjamin P January 24, 2018 9:44 pm UTC
PURCHASER
I hear you on giving access to all the Commands. And it is a big differentiation from banneret/BM. You've sold me.

I've been thinking about Master of Tactics; it's a powerful level 3 ability and it's the Mastermind's signature (and only good) ability. I'd suggest replacing it with a unique power to the Warlord.

4e Warlord had a host of abilities that triggered off an ally using an action point. You could create something that triggered off the Warlord using their action surge, which could create a powerful effect but not be an always-available ability like Master of Tactics or the Commands.

e.g.
Battlefield Awareness: When you are surprised in combat you may expend your action surge to allow a number of allies equal to your Charisma modifier to act as normal.

or:

Inspiring Presence:
At the beginning of combat you may expend your action surge and give one of you allies Inspiration.

or:

Rally the Troops:
When...See more
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NIKLAS S January 26, 2018 9:14 pm UTC
CREATOR
Glad to hear that you saw my point concerning granting all the Commands at level 3.

I regards to Master of Tactics I think it needs to stay in the subclass. Giving advantage to an ally with a bonus action just screams Warlord to me, and while it may be pretty powerful, it is only for one ally and one attack per round, and I also feel that it is a crucial ability for the subclass to give it the Warlord feel. I'd be more inclined to move it to level 7 than to replace it with another ability altogether. Also, while it is signature for the Mastermind I don't think it needs to be exclusive to the Rogue subclass. Many classes and subclasses share similar or identical abilities (like Expertise that you mentioned previously, shares by Rogues and Bards) and that doesn't really take away from one or the other. I'd also say that Master of Tactics as an ability (rules-wises and fluff-wise) is more thematic for the Fighter Warlord than for a Mastermind Rogue. Lastly, granting advantage with your bonus action and...See more
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Benjamin P January 22, 2018 2:37 pm UTC
PURCHASER
I think the manoeuvres need to be adjusted as well. As t stands, the subclass is very front-loaded. You get access to all Commands at level 3 and you can use them as many times as you like. I suggest shifting to a similar progression to the Battlemaster, where you start with 2 or 3 Commands and get more at higher levels.

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NIKLAS S January 22, 2018 9:39 pm UTC
CREATOR
Thank you for your comments.

The Commands were purposely not made a short rest resource (like the Battlemaster's Superiority dice) since I felt like this would take away from the Warlord's concept, i.e. being able to always give give away benefits by foregoing attacks. If you only have for example 4-6 uses of the Commands per short rest you pretty much feel like just a normal fighter most of the time, and not like a tactical leader of men. This was also a shortcoming of the Battlemaster and the Purple Dragon Knight that I wanted to remedy in terms of realizing the Warlord concept.

The fighter overall is very front loaded as a class, and the subclasses are also most of them very front loaded, so the Warlord should be no exception. I also wanted to give the Warlord only a few basic commands to use, as to not simply make it a variant of the Battlemaster's maneuvers, but rather it's own thing. While the Commands themselves are few and basic, the progression comes from gaining more uses of...See more
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Benjamin P January 22, 2018 2:32 pm UTC
PURCHASER
I suggest rewriting the Commands so they use the target's reaction, in a similar way to the Battlemaster's 'Commander's Strike':

Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

This protects the action economy; at level 10 you could Command a Barbarian with GWM or a sneak-attacking Rogue twice (or more, with action surge) and put out a huge amount of damage.

I'd also suggest shifting the 'Master of Tactics' power to level 6 and swapping it with 'Feared and Respected'. Or replacing it with another power entirely; it's the primary 3-level ability of the Mastermind and it is very powerful. Fighters usually have one primary ability...See more
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NIKLAS S January 22, 2018 9:09 pm UTC
CREATOR
Thank you for your comments.

The Warlord Commands that allow an ally to make an attack (Charge and Let Fly) DO already use the ally's reaction, as is by design and as intended. This is also in line with the Battlemaster's Commander's Strike. However, Commander's Strike is needlessly harsh in terms of action economy and costs a bonus action as well as an attack to use, which is usually not worth it, especially since maneuvers are earned a few at a time, and you have a limited amount of superiority dice. I think it is more suitable that the Commands only costs an attack. You trade your attack and the reaction of an ally to allow them to strike. But yes, I agree with you that each ally should only get one possible attack on someone else's turn, and that attack should use a reaction, as it does.

In terms of Master of Tactics I agree that it is strong, but I also believe that the Warlord Commands themselves are not that strong to begin with, since they use up the Fighter's own attack to use,...See more
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Customer avatar
Benjamin P January 23, 2018 12:31 pm UTC
PURCHASER
I see - I missed the 'reaction' usage in Charge. I suggest (though it's not a deal breaker) that you more closely mirror the language in 'Commander's Strike'. Also, usage of a Bonus Action in Commander's Strike is to prevent an off-hand weapon attack being used instead of a main-hand attack.

Here's how I'd word Charge:
You issue a Command to one of your allies that can see an hear you. That ally may immediately use its reaction to move up to half its speed and make a single melee weapon attack. Your ally can add your Charisma modifier to the attack's damage roll.

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NIKLAS S January 23, 2018 6:21 pm UTC
CREATOR
Thank you. What you are saying about the bonus action requirement preventing off-hand attacks is interesting. That makes sense I guess, even though I would argue that the wording makes it clear that you need to sacrifice an attack from the Attack Action, not a bonus action attack. However, since the Warlord will most likely be using his bonus action to use the Help action I don't think that it would be a good idea to require a bonus action to be used in order to perform the Command.

In terms of the wording of Charge I do see your point. I will make a slight adjustment to the wording so that the reaction is required both to move and to attack, not just to attack. However, I think your wording leaves room for an attack to be made while also being able to move away (which combined with Mobile or Swashbuckler would mean that you can move in and out at half speed). The idea behind the Command is that it is a Charge from point A to point B, point B being in melee range with the enemy. This is why I made...See more
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Benjamin P January 23, 2018 9:21 pm UTC
PURCHASER
That makes sense. Though I feel that is a feature rather than a bug; it allows another character to use one of their cool powers as well. But you're right, it does make the ability more powerful.
Customer avatar
Benjamin P January 22, 2018 10:09 am UTC
PURCHASER
Why is the pdf 147mb?
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This title was added to our catalog on October 20, 2017.