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General Tabletop Discussion
*Dungeons & Dragons
How Important is it that Warlords be Healers?
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<blockquote data-quote="Nagol" data-source="post: 6103994" data-attributes="member: 23935"><p>You seem to have me confused with another poster. I never said the party is a mob. What I said was </p><p></p><p></p><p></p><p>As an aside, you and I read different Bard stories apparently. </p><p></p><p>Take an inspirational sergeant type that can get his men to act above and beyond. Drop the same officer in a crew of SWAT and they won't be inspired in the same way because they don't share the same training and culture. Could he become inspiring for the group? Probably, though it will take acclimation and a change in style to regain effectiveness.</p><p></p><p>For NCO ispiration modeling, I'd recommend adding morale rules back to the game and give all officers the ability to spend a move action to give a morale bonus to everyone of equal or lesser rank who is in line of sight and hearing range. The better represents esprit de corps in my mind as it becomes a model for the training the military gives.</p><p></p><p>The party can be a mob, individuals that hate each other but have a formidable common enemy, a group of disparate professionals working together for convenience, a group that trains toward a common cause, or have pretty much any other conceivable group dynamic. Some of the dynamics have a greater propensity to accept inspiration than others.</p><p></p><p>The problem I have the "inspiring leader" archtype is it applies to a narrow set of stories, depends on a narrow make up for the rest of the group, restricts other player character concepts, limits such inspiration from the other classes (no inspiring Clerics, Rogues, or Rangers?) and can be modeled mechanically in the system outside the class structure.</p><p></p><p>My preferred option would be to move such inspirational abilities into options open to all classes since I don't see it as exclusive as exclusive to a particular type of Martial combatant.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6103994, member: 23935"] You seem to have me confused with another poster. I never said the party is a mob. What I said was As an aside, you and I read different Bard stories apparently. Take an inspirational sergeant type that can get his men to act above and beyond. Drop the same officer in a crew of SWAT and they won't be inspired in the same way because they don't share the same training and culture. Could he become inspiring for the group? Probably, though it will take acclimation and a change in style to regain effectiveness. For NCO ispiration modeling, I'd recommend adding morale rules back to the game and give all officers the ability to spend a move action to give a morale bonus to everyone of equal or lesser rank who is in line of sight and hearing range. The better represents esprit de corps in my mind as it becomes a model for the training the military gives. The party can be a mob, individuals that hate each other but have a formidable common enemy, a group of disparate professionals working together for convenience, a group that trains toward a common cause, or have pretty much any other conceivable group dynamic. Some of the dynamics have a greater propensity to accept inspiration than others. The problem I have the "inspiring leader" archtype is it applies to a narrow set of stories, depends on a narrow make up for the rest of the group, restricts other player character concepts, limits such inspiration from the other classes (no inspiring Clerics, Rogues, or Rangers?) and can be modeled mechanically in the system outside the class structure. My preferred option would be to move such inspirational abilities into options open to all classes since I don't see it as exclusive as exclusive to a particular type of Martial combatant. [/QUOTE]
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