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General Tabletop Discussion
*Dungeons & Dragons
Warlord as a Fighter option; Assassin as a Rogue option
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<blockquote data-quote="Jeff Carlsen" data-source="post: 6046936" data-attributes="member: 61749"><p>I'm a bit late to the thread, but I had a thought on the initial post.</p><p></p><p>I definitely see what you're going for in the commander abilities, but something feels wrong. It feels like the commander is <em>causing</em> behavior as opposed to <em>facilitating</em> it. But I think a subtle change to command abilities might help. </p><p></p><p>What if command abilities allowed the commander to distribute his expertise dice to allies, but with their use being limited to certain abilities. The commander never does the rolling of those dice, he just determines where they go and what they can be used for.</p><p></p><p>For example, one command grants a die that an ally can roll to increase their AC. Another might boost an attack, or allow for a parry or jab maneuver. The commander can split his dice among as many commands and allies as he likes. Or even split them between commands and maneuvers.</p><p></p><p>It's very similar to what you proposed, but I think it does a better job of capturing the essence of a battlefield commander. Thoughts?</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 6046936, member: 61749"] I'm a bit late to the thread, but I had a thought on the initial post. I definitely see what you're going for in the commander abilities, but something feels wrong. It feels like the commander is [I]causing[/I] behavior as opposed to [I]facilitating[/I] it. But I think a subtle change to command abilities might help. What if command abilities allowed the commander to distribute his expertise dice to allies, but with their use being limited to certain abilities. The commander never does the rolling of those dice, he just determines where they go and what they can be used for. For example, one command grants a die that an ally can roll to increase their AC. Another might boost an attack, or allow for a parry or jab maneuver. The commander can split his dice among as many commands and allies as he likes. Or even split them between commands and maneuvers. It's very similar to what you proposed, but I think it does a better job of capturing the essence of a battlefield commander. Thoughts? [/QUOTE]
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Warlord as a Fighter option; Assassin as a Rogue option
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