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<blockquote data-quote="FourthBear" data-source="post: 4108709" data-attributes="member: 55846"><p>I am somewhat concerned we are seeing martial powers not getting the respect they deserve. In particular, that the class abilities of the Warlord, the martial leader, are being questioned in importance as something that any party should manage if it is at all possible. If a coordinated group can prevent shifting with tactics, why do they need a warlord to do so? Sometimes it seems as if only explicitly magical powers get any respect as abilities that can be modeled by the system and kept exclusive and powerful. If the only way you can imagine a PC is able to coordinate a party's attacks and movements to have powerful effects on the overall flow of D&D's tactical combat system is to have magical powers, then I think you're going to have to declare powers such as Pin the Foe magical. Frankly, I think it's a bit disappointing, since it seems to indicate that the scope for non-magical abilities in many people's minds is very limited. I just suspect that if the Warlord character were a Battle Caster with *spells* that allowed all of these tricks, rather than exploits that result from non-magical tactical ability, we wouldn't be having much of this discussion. This is going to come up again and again, I think, as the designers come up with broad ways for martial characters to compete on the same field as spellcasters. </p><p></p><p>Every martial character's powers are vulnerable to the question of "why can't everyone do this"? If the only way to get respect is to have magical powers, then we should just go the Earthdawn route and have all of the classes have explicit magical powers. Then the Warlord can have magical battle affecting powers that manage exciting game effects and not have to constantly defend these effects from the charges that they seem too magical. The Warlord's powers are quite straightforward, he has the ability to coordinate attacks, movement and the actions of his allies to allow for additional attacks and movement and actions during combat. In the limits of D&Ds turn based combat system, the designers are modeling this with the powers we've seen.</p><p></p><p>(Edited to remove controller-leader mix-up)</p></blockquote><p></p>
[QUOTE="FourthBear, post: 4108709, member: 55846"] I am somewhat concerned we are seeing martial powers not getting the respect they deserve. In particular, that the class abilities of the Warlord, the martial leader, are being questioned in importance as something that any party should manage if it is at all possible. If a coordinated group can prevent shifting with tactics, why do they need a warlord to do so? Sometimes it seems as if only explicitly magical powers get any respect as abilities that can be modeled by the system and kept exclusive and powerful. If the only way you can imagine a PC is able to coordinate a party's attacks and movements to have powerful effects on the overall flow of D&D's tactical combat system is to have magical powers, then I think you're going to have to declare powers such as Pin the Foe magical. Frankly, I think it's a bit disappointing, since it seems to indicate that the scope for non-magical abilities in many people's minds is very limited. I just suspect that if the Warlord character were a Battle Caster with *spells* that allowed all of these tricks, rather than exploits that result from non-magical tactical ability, we wouldn't be having much of this discussion. This is going to come up again and again, I think, as the designers come up with broad ways for martial characters to compete on the same field as spellcasters. Every martial character's powers are vulnerable to the question of "why can't everyone do this"? If the only way to get respect is to have magical powers, then we should just go the Earthdawn route and have all of the classes have explicit magical powers. Then the Warlord can have magical battle affecting powers that manage exciting game effects and not have to constantly defend these effects from the charges that they seem too magical. The Warlord's powers are quite straightforward, he has the ability to coordinate attacks, movement and the actions of his allies to allow for additional attacks and movement and actions during combat. In the limits of D&Ds turn based combat system, the designers are modeling this with the powers we've seen. (Edited to remove controller-leader mix-up) [/QUOTE]
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