Inspiration is a PC-on-PC Social Skills Question

Agreed.

Just like...

Want to be good at punching people? There's a feat for that. Want a whole class built around it that surpasses what others can achieve via that route? There's a supernaturally fueled class for that.

Just like...

Want to be good at inspiring people? There's a feat for that. Want a whole class built around it that surpasses what others can achieve via that route? There could be a supernaturally fueled class for that.
 

log in or register to remove this ad

Players try to persuade eachother, as a matter of course, with all that entails, and players do, ultimately, make decisions for their characters. So a player who is on board with an idea, but feels his character wouldn't be, could use a persuasive ally as a rationalization, for instance.
Very true, and in that case no roll would be required. But that's not the situation I was talking about. A player whose character is a rogue or bard with persuasion expertise would, at most tables, be discouraged from attempting to use that high persuasion score to force another PC to do something against the will of his/her player.

We also eventually come to know better.
We may come to realize that the most capable are not always given the job, but I don't believe most of us ever stop feeling that this is an injustice.

You can't hear what that other /character/ is saying or how he's saying it, because the interaction isn't really happening. You have some game mechanics, and a player and/or DM description to go off.
Wait, what? Is this some kind of quantum thing where the player just announces that the Warlord says something the party will find inspiring, and the players all decide for themselves what the Warlord said that their PCs would like to hear?

It's a complete solution, and arguably more flexible/accommodating than analogous mechanics for a variety of existing abilities in that regard.
What would make it 'ideal?' Someone tries to help you, you can accept that help or decline it. What's missing?
There's something at the tip of my mental tongue about the relationship between roleplay and mechanics, but I can't quite tease it out. I'll get back to you. I just know that on a gut level, I don't like it, even though it would work in practical terms--as long as the Warlord's player didn't get bent out of shape as a result.
 

But that doesn't entail that class interactions have no bearing on one another. Just to give an example: the relationship between a classic paladin and a classic assassin might take any one of infinite forms, but there will infinitely many more relationships that probably don't make sense for those two particular characters.
It's a matter of spectrum and degree. The amount of bearing the class has is somewhere between everything and nothing, and we're placing our pegs in different places. I think it's also true that most examples of class interaction are not quite so fraught with implications as paladin vs assassin--and let's also take into account the impact of alignment.

We don't have to turn to great orators to encounter cases of people disliking someone and then, because of something that person says, coming to respect or be inspired by them. That's a pretty mundane part of ordinary living among fellow human beings.
And it's awesome when it happens through roleplay. Less awesome when you're on the receiving end of it being mandated by mechanics.

I also think the goals of loyal friendship and so on that you mentioned are noble goals to have in a game, and I'd enjoy playing them out. But it's ... how to say it ... declaring one person to be the gallant leader through mechanics, when the player doesn't have to do anything to earn it except to hand out buffs in battle, feels worse than fake or cheap to me. I'm afraid the only word I can come up with is manipulative, and I apologize because that's already been a little contentious in this thread, but it's the word that fits best.

It's also interesting that you mention Túrin. He's my least favorite character in Tolkien for precisely that reason: characters are always falling all over themselves to declare their love and loyalty to him and beg him to lead them, and he does nothing to deserve or even to explain their reactions. At least with Aragorn, Gandalf, etc., I can understand why people respond positively to them, but I just have to take Tolkien's word for it (in defiance of all evidence) that Túrin is magnetic and people naturally love him. It's all "Tell, don't show." Which I think also relates to the problem with mechanical inspiration.

Wolverine doesn't like Cyclops very much; that doesn't mean that Cyclops can't inspire him (consider, for instance, the difference between Cyclops' and Prof X's approach to the team, and Wolverine's response, when Cyclops returns to earth during the Dark Phoenix arc).
My familiarity with X-Men is limited. Could you summarize?

Third, I don't understand why you think that class and (for lack of a better word, and given your rejection of the term "personality") story should be independent of one another. Gygax told us, in his PHB, that choosing class is choosing the role that one will play.
The reason I don't like "personality" is because it puts too much emphasis on the PC and his/her player, in isolation from the rest of the group. You can decide your PC's personality while sitting alone in your room; you can't, or shouldn't be able to, decide by yourself how your PC will fit in with the rest of the group. That should, IMHO, be up to the players of the other characters.

If I want to play my character as resembling Boromir: somewhat bossy, even overbearing; with a tendency to arrogance, and a relative disregard of others; why would I choose the inspirational warlord? That doesn't necessarily seem a good fit.
Okay, we agree on that. So in this hypothetical game we're talking about, what if Boromir's player chose the class first and then played the character as bossy (etc.) at the table?

D&D has no mechanics suitable for resolving PC vs PC social conflict. Hence there is not need to discourage - it just doesn't come up.
Well, yes and no. There are people out there--I've seen the threads on discussion boards like this one--who would like to use Persuade, Intimidate, etc. for PC vs PC social conflict. Problems arise when they try to do this to players who don't agree that this is an appropriate use of the skills.

Of course a player is free to play his/her PC as s/he wishes, but if the PC asserts that the bard is not charming, the rest of the gameworld is going to disagree! (Aren't they?) It will be the dissenting PC who comes off as the unpleasant person - jealousy or some sort of personal inadequacy can be one common reason why a person spitefully rejects the approaches of another genuinely good-natured and pleasant person.
See, I disagree. If the bard has 18 CHA and is trained in Persuasion, I think that means she has an excellent chance of getting any NPC to do exactly what she wants, with the roll of a die. But within the party, she is on equal footing with everyone else and dice will not be rolled unless both players agree in advance to abide by the result.

Also, it is up to the players of the other characters to decide whether their characters find the bard charming, annoying, pathetic, "just not my type," or whatever. Their relationships will be responses to the bard's character as it emerges in play, and on her interactions with the other PCs. Unless a PC takes an instant dislike to the charming bard for no reason whatsoever, I don't think this would be seen as unpleasant.

Presumably at those tables no one would play a warlord or take the Inspiring Leader feat (because these are mechanics pertaining to social interaction between PCs), no one would ever recover hit points because an ally restored his/her hope (because the game has no rules for generating hp recovery simply out of freeform RP), etc.
Quite possibly not. Or at minimum, they'd have a discussion beforehand and make sure they're all okay with it.

That's rather foreign to my experience. I work in a university, with a fairly standard bureaucratic hierarchy.
Ha, so do I! Comrade! But I don't think promotion in a bureaucracy is much like leading a team of fantasy adventurers. And even then, people who get promoted in a bureaucracy get it because they have demonstrated skills that are important for the job. In leading a fantasy adventuring party, surely motivation and/or tactics are vital skills for the job?

Also, by play here you don't mean makes action declarations. You mean something like establishes characterisation. Except I don't think you can even mean that, because in 99% of games without warlords or bards in them, the players never bother to consider whether or not their PCs are inspired by one another.
Okay, I'll try saying it another way: Player A's Warlord does mechanical stuff during combat that carries with it implications about how Player B's character should relate to Player A's character all the time, not just during combat. Player B, therefore, may feel that an unfair burden is being placed on him/her.

with no suggestion that this was casting a mind control spell as seems to be the dominant understanding of the 5e Bless spell
I challenge "dominant understanding." We have a very small and far from unanimous sample size of opinions here.

In your warlord-free game, what happens, mechanically, when one PC inspires another?
Why does anything have to happen, at least on a regular and predictable basis?

Once you introduce inspirational mechanics into the game, you have to choose how you are going to engage with them.
YES. Yesyesyesyesyes. And Y-E-S. Both in and out of the fiction. That's what this whole discussion is about.

How else do you imagine it working out? How do you envisage having inspiration mechanics, yet it making no difference whether or not a player engages them via his/her PC?
I'd be content not to have inspiration mechanics. I think they're a bigger headache than they're worth. For people who want to have non-magical healing, I'd rather have different fluff for how they do it.
 
Last edited:

But those aren't the characters that I see as paradigms of the warlord, and I think in understanding the rationale for the class it's best to start with the paradigm.) Cynical manipulation is not inspiring people; it's using them. A tactical warlord might be a good fit for this, where the tactics include pushing peoples' buttons.
Whether inspired or manipulated or just directed to an advantageous course of action, support-oriented mechanics - action grants, offensive buffs, hp restoration, defensive buffs (like damage mitigation), condition mitigation, &c - can work well to model the desired outcome.

On the charming matter: if the bard has 18 CHA (which, per p 62 of the Basic PDF "measures your ability to interact effectively with others, . . . includes such factors as confidence and eloquence, and . . . can represent a charming or commanding personality) then it seems hard to deny that s/he is charming. Especially if also trained and expert in Persuasion, which (per the same page) signals aptitude in "influenc[ing] someone or a group of people with tact, social graces, or good nature."
Gamers can sure have a hard time RPing that sort of thing, though. Maybe because there aren't a lot of 18 CHA gamers... ;(

To me is seems that "inspiring" is unnecessarily narrow.
It was only 1 build out of 6+ ...
Yes, 4e may have played up the "inspiring" part heavier then others, but i see no reason why 5e needs to beholden to 4e.
It does provide the only example of the D&D Warlord, so it has to be a starting point and the 5e version should try to capture that feel, just as it did with all the other classes from a PH1. But 'inspiring' wasn't really that heavy, the main thing that created that appearance was Inspiring Word, which, in 5e, could easily be just one of many player choices (just like the 4e Cleric always had Healing Word, while the 5e Cleric can take or leave it from one day to the next).

That doesn't really answer my question.

Why is my devoted, acolyte, insightful fighter not imbued with divine magic?
But a cleric is?
Because you chose to avoid taking any class/levels with actual divine magic. I know that's kinda begging the question, but the point is that classes are there for players to use to build characters. You can build a devout character who gains most of his power from divine magic (Cleric), or one that gets less/more focused divine gifts (Paladin, MC Cleric/X), or only a little (Magic Initiate: Cleric), or none at all (Acolyte).

Very true, and in that case no roll would be required.
Unless the DM called for one, of course. ;) Though I suppose it could be legitimate for the players to decide to base something on a roll, much like flipping a coin. Not a matter of the player of the persuasive PC making a check and demanding obedience, but in the sense of the player of the PC that is RP-enclined towards a bad choice but open to being persuaded wanting to bring dice into his decision.

A player whose character is a rogue or bard with persuasion expertise would, at most tables, be discouraged from attempting to use that high persuasion score to force another PC to do something against the will of his/her player.
Because there is that line between player and character. Besides, persuasion doesn't force.

We may come to realize that the most capable are not always given the job, but I don't believe most of us ever stop feeling that this is an injustice.
I guess it depends on how old & cynical you are, and how much energy you have to devote to being righteously indignant all the time. It also depends on the qualities of humility and empathy. A lot of the greatest leaders were far from the kind of arrogant jerks that gamers so often seem to visualize high-CHA characters as being.

Wait, what? Is this some kind of quantum thing where the player just announces that the Warlord says something the party will find inspiring, and the players all decide for themselves what the Warlord said that their PCs would like to hear?
That's one way to handle it. Or the player gives the general idea of what the character is saying, and the other players imagine the details (to the extent they need to) that work for them. Another example is 'Schrödinger's Command.' When you spent an action point in 4e, you got a bonus from the Warlord's "Commanding Presence" feature. The idea might have been that he was giving commands, but you decided when to use the action point, and what you did with it, so the commands just happened to be to do what your player decided you should do. The player of the ally controls the in-fiction actions of the Warlord. A lot of powers inevitably shook out that way, because that's what support powers do, they enhance allies. The fluff is that it's through 'leadership' in a variety of senses.

There's something at the tip of my mental tongue about the relationship between roleplay and mechanics, but I can't quite tease it out.
Oh, god, please don't make up another "dissociated mechanic." ;P
I just know that on a gut level, I don't like it
That's all you need to know, really. Personal preferences aren't invalidated by letting other people do something you don't care for, personally. There's no danger the Warlord will be non-optional, and unless it's botched, it should be flexible enough that there'd be a lot of ways to play/visualize it.

even though it would work in practical terms--as long as the Warlord's player didn't get bent out of shape as a result.
The team member who 'doesn't work well with others' is a very common trope, and it can be fun to spark off that, and to let it develop over time.

And it's awesome when it happens through roleplay. Less awesome when you're on the receiving end of it being mandated by mechanics.
Is it awesome when it happens through roleplay, if there's absolutely no mechanical gain for having RP'd through it? No, it's a let-down. Is it awesome when everything about the character points to being able to accomplish it, but because the player isn't an 18 CHA natural leader, the RP doesn't make it happen? No. And, resolving something that way makes about as much sense as resolving a grapple attempt by having the player & DM arm wrestle.

If the abilities of the player trump those of the character, you're not RPing the character anymore.

I'd be content not to have inspiration mechanics. I think they're a bigger headache than they're worth.
That's fine, you just don't pick or decline to accept benefits of Inspiration or Bardic Inspiration or Inspiring Leader - or, if we ever get one, anything like an "Inspiring" Build (archetype in 5e) of the Warlord. Maybe a Tactical or Resourceful or Skirmishing one, though...
 


"Disliking someone and then, because of something that person says, coming to respect or be inspired by them"? Oh, heck yes. That kind of RP is what I come to the table for.
OK, so you don't care if the mechanics support or model what happened in RP at all. You RP something that should be positive and help your party succeed, but it does nothing. RP or no RP, you get no benefit. But, you got in the RP, so you're happy.

Why then, would it matter if you got the benefit, whether the RP came off or not? If the RP happens, wouldn't you get the same enjoyment from it?

Take the Rogue example, your character doesn't like the rogue, doesn't trust him, doesn't cooperate with him. But, anytime the rogue attacks an enemy adjacent to you, he benefits. Eventually, the rogue's player RPs in a way that changes your opinion of him, so now, you are cooperating. But nothing changes, he's still benefiting from having you adjacent to enemies the exact same way.

Contrast that with a hypothetical benefit that you can decline if you don't feel inspired or don't cooperate with the character offering it, and the same scenario plays out differently. While you dislike and don't cooperate with the other character, there's no mechanical effect, he has stuff he could be using, but it doesn't work with you. After the splendid RP moment, you're working together, and there are mechanical benefits you weren't getting before, your party is, as it reasonably would be expected to, that little bit more effective now that there's been some character growth.
 

As for taking a feat to be inspirational, bingo. I'm glad you finally see it too. Want to be inspirational (with mechanical benefits to show for it)? There's a feat for that.
How is this not subject to the "agency objection" that you, [MENTION=6702445]jayoungr[/MENTION] and [MENTION=31754]Lord Twig[/MENTION] run against the idea of a warlord class?

Similarly, if you all think that it is somehow bizarre that only people with a certain class can be truly inspirational, why does the feat not raise exactly the same question?

Ask the gods.
The question isn't being asked in-fiction. It's a question about game design. Why are all those truly beloved by the gods not also expert warriors or magicians? Whatever in-fiction answer is offered, the game design answer is obvious: it's a class-based game, and being truly beloved by the gods has been silo-ed into a class.

(Being somewhat beloved by the gods has been put into a feat.)

As I see it (and I think [MENTION=6801209]mellored[/MENTION] agrees), there is nothing in-principle objectionable about treating the capacity to truly inspire in much the same way as the game system treats the status of being beloved by the gods, and silo-ing it into a class (and a lesser version of it into a feat).

Want to be good at punching people? There's a feat for that. Want a whole class built around it that surpasses what others can achieve via that route? There's a supernaturally fueled class for that.

Just like...

Want to be good at inspiring people? There's a feat for that. Want a whole class built around it that surpasses what others can achieve via that route? There could be a supernaturally fueled class for that.
And either class would have to be supernatural because . . . ? There's a whole class built around surpassing what other classes can achieve via weapon play, or via stealth and deftness. Why don't they have to be supernatural?
 
Last edited:

How is this not subject to the "agency objection" that you, [MENTION=6702445]jayoungr[/MENTION] and [MENTION=31754]Lord Twig[/MENTION] run against the idea of a warlord class?
Its a matter of degree. Sure, what the feat grants is a nice benefit. But turning it down for RP reasons isn't all that impactful. Neither for the receiver nor for the feat user. It's one relatively small benefit being turned down situationally by one of several recipients. Where as the warlord you want is asking the other players to constantly guard their agency from a steady onslaught of even more egregious and incessant violations. So, again, a matter of degree.

Similarly, if you all think that it is somehow bizarre that only people with a certain class can be truly inspirational, why does the feat not raise exactly the same question?
Wait. So you are not aware that any character can potentially take the feat, but only warlords can be warlords? Can a wizard be a warlord? No. But he can take the feat. Can a barbarian be a warlord? No. But he can take the feat. Because taking the feat models the character having a personality, regardless of class. The class models having to be a particular class to have the personality.

The question isn't being asked in-fiction.
A rhetorical question is lucky to get any response at all.

It's a question about game design.
That's an insightful statement. I could say the same about the fact that the devs have applied this exact sentiment and have given us the warlord features, in the methods we see, for the very same reason.

Why are all those truly beloved by the gods not also expert warriors
Are you familiar with the war domain?

or magicians?
Are you familiar with the arcane domain?

As I see it (and I think [MENTION=6801209]mellored[/MENTION] agrees), there is nothing in-principle objectionable about treating the capacity to truly inspire in much the same way as the game system treats the status of being beloved by the gods, and silo-ing it into a class (and a lesser version of it into a feat).
Then you should present your thesis to the devs as evidence that they need to provide a warlord class.

And either class would have to be supernatural because . . . ? There's a whole class built around surpassing what other classes can achieve via weapon play, or via stealth and deftness. Why don't they have to be supernatural?
How do those classes you just hinted at rob agency from the other players again? I must have missed it. Because, as far as I can tell, any class that can potentially do so necessarily uses magic. That's the whole idea of agency.
 


So I think I've had a minor breakthrough on this, but I'm not quite sure I can put it in words. Let me see if I can work through it in a post.

[MENTION=996]Tony Vargas[/MENTION] asked about a hypothetical situation where I had this awesome roleplay between my character and the rogue, and our newfound breakthrough was reflected by our characters working together better as a team in combat. And I started thinking, that sounds like something that would happen in Fate: I'd create an Aspect of "Newfound Respect for the Rogue" or something, and use that in combat. So it's not that I dislike that way of handling it in and of itself; it just doesn't sit right with me to do it in D&D. It clashes in some way with what I want to do and get from this type of game. Exactly how and where it conflicts are things I can't quite put my finger on yet, but I think this is related to what I was trying to say earlier about the relationship between mechanics and roleplay and why I don't really like the "decline the buff" solution.

So maybe "player agency" is a red herring after all, or at least, not the entire explanation. Maybe what I'm getting at is narrative mechanics. I'm not usually a hardcore "System Matters" type of person--in fact, I usually argue fairly passionately against the idea that the system limits the type of story you can tell in a meaningful way. And it drives me up the wall when people say D&D is only good for "killing things and taking their stuff." So you'd think I'd like to have more social mechanics, but I find that social mechanics can be constraining as often as they are liberating.

I should also soften and qualify something I said earlier to [mention=42582]pemerton:[/mention] When I said that having someone in the group be designated as the gallant leader bugged me, I should say that is a worst-case scenario. I actually can imagine sitting down with my group of friends and agreeing that one of us is the inspiring one. But when I imagine that, I by default picture us playing something that isn't D&D--something with a more narrative focus.
 

Remove ads

Top