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General Tabletop Discussion
*Dungeons & Dragons
I don't actually get the opposition for the warlord... or rather the opposition to the concept.
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<blockquote data-quote="Lord Twig" data-source="post: 6754567" data-attributes="member: 31754"><p>Woah! I'm not sure you read what I wrote. But to answer your questions. A Cleric does not require you to worship her god when she heals you. The Cleric's god exists, it is an in game fact. That god channels power to the Cleric in the form of magic which the cleric uses to heal you. None of that requires my character to accept or do anything. I am not inspired by the Cleric or her god, I don't worship her god, and I don't have an innate ability to heal myself that the Cleric is somehow unlocking. The Cleric is using an external power source to produce an effect. Bless works the exact same way. There is a measurable magical force that is enhancing my abilities. It is real, it exists, and it can be stopped with a Dispel Magic or other counter.</p><p></p><p>The Bard's Inspiration dice requires my character to be inspired by the Bard's performance. There is no magical inspiration enhancing my character's abilities. Apparently I would always be able to perform at that level, but for some reason I wasn't able to until I was "Inspired" to do so. If my character hates the Arts and was terrified by travelling performers when he was a child it doesn't matter, he's still inspired. It is almost like it is a Mind-effecting compulsion that has no save.</p><p></p><p>And what really makes me think you didn't actually read my post was that I explicitly called out the Battlemaster as a problem. I explained that the Battlemaster Commander's Strike can be re-fluffed, but that might not sit well with everyone.</p><p></p><p>So Paladin aura. It's magic. (I'm pretty sure.) It is something he is giving me, like the Cleric's healing or Bless. It is not requiring me to do anything but accept the offered magical bonus. I don't need to be inspired by his performance or follow his orders and I don't have to be of his alignment. Nothing is required of me.</p><p></p><p>And for the most part I <em>do</em> ignore the Bard's Inspiration and the Fighter's Second Wind or Commander's Strike and all the other minor things that are just glossed over. But to make a character that is all about those type of abilities is something that becomes difficult to just ignore.</p><p></p><p>I'll leave edition warring out of this. I think all my points stand on their own without any reference to any particular edition. I understand that a lot of people will disagree, or don't see the same problems as I do, but that doesn't make my own view any less valid.</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 6754567, member: 31754"] Woah! I'm not sure you read what I wrote. But to answer your questions. A Cleric does not require you to worship her god when she heals you. The Cleric's god exists, it is an in game fact. That god channels power to the Cleric in the form of magic which the cleric uses to heal you. None of that requires my character to accept or do anything. I am not inspired by the Cleric or her god, I don't worship her god, and I don't have an innate ability to heal myself that the Cleric is somehow unlocking. The Cleric is using an external power source to produce an effect. Bless works the exact same way. There is a measurable magical force that is enhancing my abilities. It is real, it exists, and it can be stopped with a Dispel Magic or other counter. The Bard's Inspiration dice requires my character to be inspired by the Bard's performance. There is no magical inspiration enhancing my character's abilities. Apparently I would always be able to perform at that level, but for some reason I wasn't able to until I was "Inspired" to do so. If my character hates the Arts and was terrified by travelling performers when he was a child it doesn't matter, he's still inspired. It is almost like it is a Mind-effecting compulsion that has no save. And what really makes me think you didn't actually read my post was that I explicitly called out the Battlemaster as a problem. I explained that the Battlemaster Commander's Strike can be re-fluffed, but that might not sit well with everyone. So Paladin aura. It's magic. (I'm pretty sure.) It is something he is giving me, like the Cleric's healing or Bless. It is not requiring me to do anything but accept the offered magical bonus. I don't need to be inspired by his performance or follow his orders and I don't have to be of his alignment. Nothing is required of me. And for the most part I [i]do[/i] ignore the Bard's Inspiration and the Fighter's Second Wind or Commander's Strike and all the other minor things that are just glossed over. But to make a character that is all about those type of abilities is something that becomes difficult to just ignore. I'll leave edition warring out of this. I think all my points stand on their own without any reference to any particular edition. I understand that a lot of people will disagree, or don't see the same problems as I do, but that doesn't make my own view any less valid. [/QUOTE]
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Community
General Tabletop Discussion
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I don't actually get the opposition for the warlord... or rather the opposition to the concept.
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