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Any expeerience with Injury Cards in play?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7057307" data-attributes="member: 82106"><p>Of course the nut of the issue with Martial is "Well, if its basically 'mundane' then why can't ANYONE try to do it?" and of course intimidating/cajoling/convincing people to follow you certainly SEEMS relatively mundane (though I admit that it can verge on the fantastic, but its pretty unclear exactly where the line is, depending on the personalities and motivations involved for instance). </p><p></p><p>This kind of power definitely brings out that issue! I think when you start getting into the more fantastical kinds of creatures and things, then its actually LESS problematic. Ordinary people don't convince tigers to obey them, nor vampires, and certainly not demons! </p><p></p><p>Frankly, I'd say that if your warlord can defeat something, then why not let them turn it into an ally? Regardless of the problematic mundanity aspect, the heck with it! You're just that good! Now, the question is more what sort of a thing is this new ally? Should it be a minion? How do you take account of its unique features as a creature? What about if you manage to use this power on a solo? There's a few things to be worked out here, and there's always the 'CaGI issue' (is it always narratively plausible, yet we don't want to apply such tests to powers in general). </p><p></p><p>Anyway, I think answers are possible, certainly less mechanistically thorough versions of D&D have managed to navigate these sorts of questions at times. This kind of a class might not be universally appropriate in the minds of all 4e advocates is all. OTOH it would probably work OK in my game, where I focus more on narrative plausibility and then build mechanically balanced powers around that (with the understanding that the GM will have to be sensitive to the possibilities of nerfing one or another PC if they play against their narrative elements too much, like the old 3.5 'rogues are no good against undead' thing).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7057307, member: 82106"] Of course the nut of the issue with Martial is "Well, if its basically 'mundane' then why can't ANYONE try to do it?" and of course intimidating/cajoling/convincing people to follow you certainly SEEMS relatively mundane (though I admit that it can verge on the fantastic, but its pretty unclear exactly where the line is, depending on the personalities and motivations involved for instance). This kind of power definitely brings out that issue! I think when you start getting into the more fantastical kinds of creatures and things, then its actually LESS problematic. Ordinary people don't convince tigers to obey them, nor vampires, and certainly not demons! Frankly, I'd say that if your warlord can defeat something, then why not let them turn it into an ally? Regardless of the problematic mundanity aspect, the heck with it! You're just that good! Now, the question is more what sort of a thing is this new ally? Should it be a minion? How do you take account of its unique features as a creature? What about if you manage to use this power on a solo? There's a few things to be worked out here, and there's always the 'CaGI issue' (is it always narratively plausible, yet we don't want to apply such tests to powers in general). Anyway, I think answers are possible, certainly less mechanistically thorough versions of D&D have managed to navigate these sorts of questions at times. This kind of a class might not be universally appropriate in the minds of all 4e advocates is all. OTOH it would probably work OK in my game, where I focus more on narrative plausibility and then build mechanically balanced powers around that (with the understanding that the GM will have to be sensitive to the possibilities of nerfing one or another PC if they play against their narrative elements too much, like the old 3.5 'rogues are no good against undead' thing). [/QUOTE]
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Any expeerience with Injury Cards in play?
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