mellored
Legend
Then tell me how charm person works?Some would hold that magic is the explanation and not just a handwaving of the explanation...
Then tell me how charm person works?Some would hold that magic is the explanation and not just a handwaving of the explanation...
Yeah. In turn, it's not even that the barbarian can choose to turn down the offered benefit. It's that, in doing so, it invalidates the warlord player's character choice. If the others repeatedly fail to accept the warlord's favors, the warlord player's contribution will become marginalized. We end up with a lose-lose situation. Either the other players forfeit agency by allowing the warlord to be "their inspiration", using whatever rationale they can stomach, or the warlord player loses his fun. There in lies the rub.Thanks for the example. I definitely am against this. Mostly because I don't believe the chance of success or failure is uncertain so a roll shouldn't be called for to begin with. The rogue does something to try and persuade the barbarian to trust the rogue. The player of the barbarian decides if that succeeds or fails. No roll required.
From this example I can somewhat see the parallel. The player of the barbarian has a right to decide if the barbarian is inspired by whatever the warlord would do. I tend to agree.
Salt is an important, useful, and flavor-enhancing ingredient, when used in the correct proportions, to prepare almost any meal. But one should not just shovel spoonfuls of raw sodium in their mouth and call it dinner.However, DND 5e already has specific class mechanics that circumvent this decision process in the combat portion of the game. I'm not sure why a game that already circumvents this decision to be inspired by an ally during combat scenarios should be prohibited from having more of such mechanics. While in skill type interactions there is no circumvention of player agency in these regards.
Perhaps this is as telling as anything. That you do not understand such a basic thing maybe should inform you that you may not be qualified to engage in this debate?Then tell me how charm person works?
The only attempt at an explanation i see is..Perhaps this is as telling as anything. That you do not understand such a basic thing maybe should inform you that you may not be qualified to engage in this debate?
I never said anything about magic.Magical words? Okay. So just like a bard then. Sounds good.
I would recommend you go back and read my post to re-familiarize yourself with my post. Because that's not what i said.Then I would recommend you go back and read the OP and re-familiarize yourself with the premise of this thread.
What you are describing is exactly what @jayoungr is bringing to bear here. You are basically advocating that Player 1's character should be allowed to use social skills to influence Player 2's character, dictating their thoughts and/or feelings. Not that there is anything wrong with that playstyle preference. It just nests you firmly in that camp. Which goes a long way, again per the OP premise, towards explaining why you have no issue with warlord-esque inspirational mechanics.
I'm not following this. Why is there no circumvention of player agency in skill type interactions?However, DND 5e already has specific class mechanics that circumvent this decision process in the combat portion of the game. I'm not sure why a game that already circumvents this decision to be inspired by an ally during combat scenarios should be prohibited from having more of such mechanics. While in skill type interactions there is no circumvention of player agency in these regards.