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New Design & Development: Paladin Smites!
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3915343" data-attributes="member: 710"><p>I kinda see your point. You could just rely on roleplaying for making a character feel like a leader. </p><p></p><p>But many (I am not saying all, and I am not willing to bet if it's actual the majority or a minority) people prefer to express their character abilities in game terms. </p><p>If a character was supposed to be a sailor before starting his adventurers career, he better has a few ranks in Profession (Sailor) (and maybe a host of other skills, depending on personal taste, group style and your compromise with the existing rules for skills and skill points). </p><p></p><p>If your character is a leader, he better have abilities that make him good at leading people - a high charisma score, a good diplomacy/leadership skill (the latter exists in other games, not D&D), and he should be able to guide his comrades in battle, too. The latter can be done by just having a clever player (coming up with good battle plans), but if a "non-leader-material" player wants to play a leader, he might not have the best plans. (But maybe another player has, and he suggests them and the group pretend the suggestion was actually from the leader type character or was agreed on by him). Or he has mechanical abilities that boost the other PCs, regardless of how bad the tactics he uses are actually. </p><p></p><p>There is, obviously, another camp, that might find mechanics for such things a restriction or unneccessary, because you could just play them out. And they are not wrong. That is a valid possibility. </p><p></p><p>The best would probably to combine both concepts, but if in doubt, personally (based on my personal experience with my group ) I go the "mechanical" route in a game system.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3915343, member: 710"] I kinda see your point. You could just rely on roleplaying for making a character feel like a leader. But many (I am not saying all, and I am not willing to bet if it's actual the majority or a minority) people prefer to express their character abilities in game terms. If a character was supposed to be a sailor before starting his adventurers career, he better has a few ranks in Profession (Sailor) (and maybe a host of other skills, depending on personal taste, group style and your compromise with the existing rules for skills and skill points). If your character is a leader, he better have abilities that make him good at leading people - a high charisma score, a good diplomacy/leadership skill (the latter exists in other games, not D&D), and he should be able to guide his comrades in battle, too. The latter can be done by just having a clever player (coming up with good battle plans), but if a "non-leader-material" player wants to play a leader, he might not have the best plans. (But maybe another player has, and he suggests them and the group pretend the suggestion was actually from the leader type character or was agreed on by him). Or he has mechanical abilities that boost the other PCs, regardless of how bad the tactics he uses are actually. There is, obviously, another camp, that might find mechanics for such things a restriction or unneccessary, because you could just play them out. And they are not wrong. That is a valid possibility. The best would probably to combine both concepts, but if in doubt, personally (based on my personal experience with my group ) I go the "mechanical" route in a game system. [/QUOTE]
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