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General Tabletop Discussion
*Dungeons & Dragons
Inspiring leader feat questions
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<blockquote data-quote="CapnZapp" data-source="post: 6745324" data-attributes="member: 12731"><p>I kind of agree to this. </p><p></p><p>Not because I particularly want to discuss what you can and can't do during a rest, but because I view the cost involved to be so trivial. </p><p></p><p>Since y'all agree the feat isn't limited to 6 people, the easiest way to run it is simply to say <strong>"you can inspire everyone in your camp during a short or long rest"</strong> and simply ignore the specified limits on people, range, and time. </p><p></p><p>Since those limits are so easily overcome in nine cases out of ten, they're not worth keeping around for that rare tenth rest where they might actually matter in the slightest.</p><p></p><p>I've asked myself "does this change make the feat better?" and come up with the answer "not in any discernible way. In fact it only makes the feat simpler to understand and use", so that's the way I'm gonna roll with it*. Not having to keep track of pointless minutae such as whether a short rest takes 60 or 80 minutes is a huge bonus in my book.</p><p></p><p>Thank you all for participating. Bye <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><em>*) Obviously, keeping the bit about only one helping of temp hp per rest though. The final wording thus becomes:</em></p><p><em></em></p><p><em>INSPIRING LEADER</em></p><p><em>Prerequisite: Charisma 13 or higher</em></p><p><em>You can take time during a short or long rest to inspire your companions, followers and allies, shoring up their resolve to fight. Each creature gains temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.</em></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6745324, member: 12731"] I kind of agree to this. Not because I particularly want to discuss what you can and can't do during a rest, but because I view the cost involved to be so trivial. Since y'all agree the feat isn't limited to 6 people, the easiest way to run it is simply to say [B]"you can inspire everyone in your camp during a short or long rest"[/B] and simply ignore the specified limits on people, range, and time. Since those limits are so easily overcome in nine cases out of ten, they're not worth keeping around for that rare tenth rest where they might actually matter in the slightest. I've asked myself "does this change make the feat better?" and come up with the answer "not in any discernible way. In fact it only makes the feat simpler to understand and use", so that's the way I'm gonna roll with it*. Not having to keep track of pointless minutae such as whether a short rest takes 60 or 80 minutes is a huge bonus in my book. Thank you all for participating. Bye :) [I]*) Obviously, keeping the bit about only one helping of temp hp per rest though. The final wording thus becomes: INSPIRING LEADER Prerequisite: Charisma 13 or higher You can take time during a short or long rest to inspire your companions, followers and allies, shoring up their resolve to fight. Each creature gains temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.[/I] [/QUOTE]
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