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Open Interpretation Inspirational Healing Compromise.
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<blockquote data-quote="Tony Vargas" data-source="post: 6726189" data-attributes="member: 996"><p>It's hard to argue with that one. Action Surge? Magic. Inspiring Word? Magic. Expertise? Magic. Proficiency with leather-working tools? Magic. Turnip Farming? Magic. Sun coming up in the morning? Magic. Coffee so you can face the sun in the morning? <em>Definitely Magic.</em></p><p></p><p>There are a lot of giant beasts in D&D, not all of them have fear auras. </p><p></p><p>I starting to miss 3.x, where things got nice, clear (EX) and (SU) labels.</p><p></p><p>It's shaded more towards magical than the studiedly-neutral language of the OP, so, sorry, yeah. </p><p></p><p>And, here, again, 3.5's 'Extraordinary' (EX) would work very well. It's explicitly non-magical but also explicitly beyond the mundane.</p><p></p><p>And, really, I don't see the problem with explicitly both non-magical & non-mundane. It can still be re-fluffed as subtlety-supernatural in a way that doesn't change it's mechanics as a non-magical ability (still working in an anti-magic shell for example - not that I'm concerned it's going to come up, it's just an example). </p><p></p><p>Also not crazy about lifting the whole bard thing on 'words are magic' or music is magic - Bards, fine, they go on and cast spells that way. Warlords, probably no singing, definitely no spells. I'd like to see more of the fluff-credit being given to the allies, too. Warlords can exhort greatness from their allies, but it's the allies that come through with that greatness.</p><p></p><p>The barbarian description is prettymuch just Totem vs Berserker, the paladin's seems to imply a divine conceptual force of justice that gods and paladins are both linked to or something but if there's wiggle room for an Oath of Fealty or something so much the better, the rogue's 'almost supernatural' is still not supernatural, and that's just fine. I could see a side-bar with the always convenient 'some say...' sort of language speculating about any or every supernatural rationalization for warlord abilities. As long as the mechanics support the concept, which is martial & heroic (even if the 'Warlord' himself might not always be the hero of the story), not magical or mundane, and the fluff & rationalizations don't undermine that.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6726189, member: 996"] It's hard to argue with that one. Action Surge? Magic. Inspiring Word? Magic. Expertise? Magic. Proficiency with leather-working tools? Magic. Turnip Farming? Magic. Sun coming up in the morning? Magic. Coffee so you can face the sun in the morning? [i]Definitely Magic.[/i] There are a lot of giant beasts in D&D, not all of them have fear auras. I starting to miss 3.x, where things got nice, clear (EX) and (SU) labels. It's shaded more towards magical than the studiedly-neutral language of the OP, so, sorry, yeah. And, here, again, 3.5's 'Extraordinary' (EX) would work very well. It's explicitly non-magical but also explicitly beyond the mundane. And, really, I don't see the problem with explicitly both non-magical & non-mundane. It can still be re-fluffed as subtlety-supernatural in a way that doesn't change it's mechanics as a non-magical ability (still working in an anti-magic shell for example - not that I'm concerned it's going to come up, it's just an example). Also not crazy about lifting the whole bard thing on 'words are magic' or music is magic - Bards, fine, they go on and cast spells that way. Warlords, probably no singing, definitely no spells. I'd like to see more of the fluff-credit being given to the allies, too. Warlords can exhort greatness from their allies, but it's the allies that come through with that greatness. The barbarian description is prettymuch just Totem vs Berserker, the paladin's seems to imply a divine conceptual force of justice that gods and paladins are both linked to or something but if there's wiggle room for an Oath of Fealty or something so much the better, the rogue's 'almost supernatural' is still not supernatural, and that's just fine. I could see a side-bar with the always convenient 'some say...' sort of language speculating about any or every supernatural rationalization for warlord abilities. As long as the mechanics support the concept, which is martial & heroic (even if the 'Warlord' himself might not always be the hero of the story), not magical or mundane, and the fluff & rationalizations don't undermine that. [/QUOTE]
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