The Souljourner said:
He's currently 10th level, fighter/swashbuckler/dervish.
Why is this a bad class to be a "Leader Of Men"?
Leading as the captain of the guard is a role-playing honor, and you can do it with any class combination.
A Barbarian Captain will be less concerned with people breaking the rules than breaking with tradition. He'll also be leading from the front, instead of telling people to "go get them".
A Bard captain will inspire his troops and have a good way of keeping them spirited via Perform (Oratory)
A Cleric captain will oversee his men's spiritual growth as well as their physical; the task of guarding will become not only a duty to the city, but a duty to god.
A Druid captain (least likely) will emphasize using wildlife tactics (stalk, ambush, track) and will be as vigilant against crime and invasion as he is against locals despoiling their city.
A Fighter captain will focus on tactics and training, just like he does.
A Monk captain will encourage the use of subdual damage and capture, as well as a strict regemin of training of the mind and body.
A Paladin captain will lead by example, again from the front, and want his men to lead a virtuous life even if they are not paladins. Stopping Evil, no matter the illegality of it, will be paramouint to this captain.
A Ranger captain will, like the druid, utilize skills generally found outside civilization, with the added fun of likley instilling his dislike (if that's what Favored Enemy means to the player) of his Favored Enemies into the city guard.
A Rogue captain will encourage his men to employ stealth and ambush tactics instead of meeting transgressors head-on.
A Wizard captain will use his magic to uncover information about transgressions to aid his men's pursuit of the culprits.
A Sorcerer will assualt the enemies of his city with a magical barrage.
And every single one of those classes may change its technique for leading based on how the character is built: a mechanic rogue is going to be miles different from a social rogue in the Captain of the Guard position, as will blaster sorcerers vs illusion sorcerers.
The point is, your player's character
as he is built brings a certain suite of abilities to the role of Captain of the Guard. Those abilities got him this position: why should he suddenly lose the powers that got him the job in the first place once he gets it? And why would role-playing honors, like being named Captain, be met with a mechanical re-configuration? Tell him to role-play; how would his fighter/swashbuckler/dervish react to this responsibility?
If he's used to being free of ties, and quickly moving from place to place as a nomad, how would he react to being forced to stay in one town?
If he's used to being in the thick of the fighting, how does he react to having a desk job where he sends younger less powerful men off to die.
These are intruiguing questions and they shouldn't be met with, "Oh, well he's a martial now, so he's suddenly used to leading men."