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General Tabletop Discussion
*Dungeons & Dragons
Considerations when Designing a Warlord.
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<blockquote data-quote="pemerton" data-source="post: 6819398" data-attributes="member: 42582"><p>There are many abilities in the game that allow buffing others, at various rates of recharge (at-will, short rest, long rest).</p><p></p><p>There are abilities that grant attacks, and that the designers presumably think are balanced - eg presumably Haste is balanced against Fireball.</p><p></p><p>There are abilities that grant advantage, which presumably are balanced (eg Foresight is balanced against Meteor Swarm).</p><p></p><p>And there are abilities that boost movement (eg Remarkable Athlete, various spells, etc) which presumably are meant to make a difference in play.</p><p></p><p>The warlord is not really opening up new ground here.</p><p></p><p>It seems to me that this is the nub of the issue.</p><p></p><p>My view, for what it's worth, is that a significant portion of the D&D fan base take it for granted that a person's capabilities are something that is inherent to him/her. So any change or enhancement of those capabilities must have an explanation in the form of something that changes the inherent mechanisms of the person - eg cybernetic implants (for a sci-fi game) or magical boosts (for a fantasy game).</p><p></p><p>This group of D&D fans seems generally to reject the idea that someone might perform differently not because of some change in mechanisms of that sort, but because of <em>feelings</em> or <em>relationships</em>. And for me at least, that is the essence of the warlord. (The bard and the paladin flirt with this, but there's always the recourse of "It's magic, not feelings.")</p></blockquote><p></p>
[QUOTE="pemerton, post: 6819398, member: 42582"] There are many abilities in the game that allow buffing others, at various rates of recharge (at-will, short rest, long rest). There are abilities that grant attacks, and that the designers presumably think are balanced - eg presumably Haste is balanced against Fireball. There are abilities that grant advantage, which presumably are balanced (eg Foresight is balanced against Meteor Swarm). And there are abilities that boost movement (eg Remarkable Athlete, various spells, etc) which presumably are meant to make a difference in play. The warlord is not really opening up new ground here. It seems to me that this is the nub of the issue. My view, for what it's worth, is that a significant portion of the D&D fan base take it for granted that a person's capabilities are something that is inherent to him/her. So any change or enhancement of those capabilities must have an explanation in the form of something that changes the inherent mechanisms of the person - eg cybernetic implants (for a sci-fi game) or magical boosts (for a fantasy game). This group of D&D fans seems generally to reject the idea that someone might perform differently not because of some change in mechanisms of that sort, but because of [I]feelings[/I] or [I]relationships[/I]. And for me at least, that is the essence of the warlord. (The bard and the paladin flirt with this, but there's always the recourse of "It's magic, not feelings.") [/QUOTE]
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Considerations when Designing a Warlord.
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