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General Tabletop Discussion
*Dungeons & Dragons
Open Interpretation Inspirational Healing Compromise.
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<blockquote data-quote="Guest 6801328" data-source="post: 6726029"><p>In another thread nobody was able to answer this question very well, so I'll try here: can you describe to me how "non-magical healing" works that does not dictate the recipient's state of mind? Most versions I see of this are "Your allies find inspiration in your leadership" or "Your words cause your allies to have renewed hope" or "You command your companion to" or things of that nature. That seems to suggest my character admires and looks up to this warlord, whether or not that's what I want my character to think.</p><p></p><p>My objection to the general warlord concept is not tactical bonuses or non-magical healing, but that the class is described, fluffed, and even named to suggest that other player characters look up to, admire, and follow him. The archetypes offered (coach, officer, team captain) are all examples where one individual has some kind authority over, or at the very least <em>earned</em> respect from, the other(s).</p><p></p><p>Can you offer any fluff (not the least of which is a less obnoxious class name) that suggests <em>equality</em> with the other heroes, not unearned leadership of them?</p><p></p><p>And, yes, the reply I always hear is "just fluff it however you want". Well, if it's that easy then:</p><p>1) What exactly is that alternate fluff?</p><p>2) Why can't it be the official fluff, instead of the "my hero is the boss of yours" version?</p><p></p><p>EDIT: And to circle around, my objection is not to inspirational healing in general (I'm fine with Second Wind) but rather that when it's applied to somebody other than self it always seems to come with a description that roleplays somebody else's character for them.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 6726029"] In another thread nobody was able to answer this question very well, so I'll try here: can you describe to me how "non-magical healing" works that does not dictate the recipient's state of mind? Most versions I see of this are "Your allies find inspiration in your leadership" or "Your words cause your allies to have renewed hope" or "You command your companion to" or things of that nature. That seems to suggest my character admires and looks up to this warlord, whether or not that's what I want my character to think. My objection to the general warlord concept is not tactical bonuses or non-magical healing, but that the class is described, fluffed, and even named to suggest that other player characters look up to, admire, and follow him. The archetypes offered (coach, officer, team captain) are all examples where one individual has some kind authority over, or at the very least [I]earned[/I] respect from, the other(s). Can you offer any fluff (not the least of which is a less obnoxious class name) that suggests [I]equality[/I] with the other heroes, not unearned leadership of them? And, yes, the reply I always hear is "just fluff it however you want". Well, if it's that easy then: 1) What exactly is that alternate fluff? 2) Why can't it be the official fluff, instead of the "my hero is the boss of yours" version? EDIT: And to circle around, my objection is not to inspirational healing in general (I'm fine with Second Wind) but rather that when it's applied to somebody other than self it always seems to come with a description that roleplays somebody else's character for them. [/QUOTE]
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