GX.Sigma
Adventurer
Yes, I understand that is mechanically what happens. What does it represent, though? When the player uses that power, what is his character doing?Read the Spring Attack maneuver in the playtest. Its basically providing tactical mobility to an ally via extending the tactical benefits of that maneuver to them.
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This ability is the classic Warlord "force-multiplier" ability to deliver Striker damage by proxy of an allies offense (and buffing that offense).
But then, if it's you defending him, shouldn't you use your reaction to do it? The mechanics are saying that your presence allows your ally to defend himself. And that doesn't make much sense to me.Basically the classic shield wall, occupying the enemy with your offense and protecting each others' flanks. The ally basically uses your synergized offense/defense/cover to deflect bows. Tactically its extending the Shield Bash feat to him to use to protect himself.
I think there's a better way to represent this. Right now the mechanics are saying "when you use bandages to heal, this ability lets those bandages heal you more"--which doesn't feel like something you can do with a speech. This complaint isn't so much about whether HP can be morale, but the current wording interacts weirdly with the abstraction. I think it would make more sense (especially considering the name) if it's something you do before a battle. Braveheart and such. Maybe if it's more like this:Its "mommy kissing booboos away." Classic Warlord inspiring word healing; HPs as morale. Its the classic trope of the leader walking amongst hist troops after a battle and boosting morale with a word or a grab of the shoulder, or just making his presence felt, while they lick their wounds.
"You can spend a few minutes to deliver a stirring speech to your allies. Each ally that listens to the speech is immune to fear for 10 minutes. The first time such a creature takes damage during that time, that damage is reduced by 5."
This also makes it useful in mass-combat situations. You could also have this call for a Charisma check (or say that any character can do it with a really good Charisma check, but only the Warlord can do it without having to roll - hmm, that actually sounds a lot like a Rogue skill trick).
But there are no "[skill] checks" - an effect that grants a bonus to ability checks has to specifically say what situation it applies in. So this effect would have to say "you have advantage on checks you make to discern whether a creature is hostile" or whatever.Check your latest playtest packet. Sense Motive is in there.
My feedback is that it crosses that threshold.Its intentional. Again, a metagame threshold issue for people.
I never realized before how irreconcilable these perspectives are. I always assumed that everyone thought disassociated mechanics were counter-productive to roleplaying. I wonder what it's going to take to make a game we both like. :\
This doesn't really solve the warlord problem, but I love these ideas for bardic traditions. Add a druidic version and I'm sold.Level 1: Bardic Tradition
Different bardic colleges teach different styles of barding. Whether taught at a formal college, or simply tutored by an elder, or perhaps even just naturally picking up on what you're good at, you've learned a particular blend of music, magic, and martial prowess. Choose a tradition from the list below:
- Tradition of Trickery: (this is like the 3.5e illusionist-gnome-bard, with thief skills)
- Tradition of Lore: (this one focuses on spellcasting)
- Tradition of War: (this one is our Warlord)
- Tradition of the Wanderer: (this one gets a bit from each camp)
Booyah.
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