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General Tabletop Discussion
*Pathfinder & Starfinder
The Warlord, about it's past present and future, pitfalls and solutions. (Please calling all warlord players)
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<blockquote data-quote="I'm A Banana" data-source="post: 6088749" data-attributes="member: 2067"><p>Partially for this reason, I think it's smarter to have HP be "90% narrative, but we also don't have inspirational healing" as the "basic" option (assuming the Warlord gets into the "standard-" level game). That way, you can narrate them as wounds or luck if you want, and it provides room for the warlord healing to work and room for grittier HP to work, right up front, without any special modules re-writing the underlying rules of the game. Want inspirational healing? Grab the warlord class with the Inspiring Word ability. Don't? Ignore Inspiring Word and take Battle Speech (or whatever). </p><p></p><p></p><p></p><p>I'll do what I can, but it might be worth examining why you would prefer to ask others to maintain political correctness around your favorite way of pretending to be a magical elf. If certain flippant descriptions trigger a hyper-emotional response, it may be possible that you are perhaps a little more deeply staked in the conversation than it may warrant. We are just dorks talking on the internet about a very obscure point of a tremendously nerdy hobby, and it probably isn't worth getting worked up over the fact that someone isn't taking your preferred method of make-believe seriously enough. </p><p></p><p>FWIW, I used "slog fest" as a way to describe the nature of 4e's combat as being intensive from both sides, a conflict each side throws everything they have (or nearly so) into, each time. </p><p></p><p></p><p></p><p>The solution to this is simple: if you have a dedicated healer in your party, you will have the rally (at least in the big combats).</p><p></p><p>If you do not, you will not (and it is not necessary for the big combats).</p><p></p><p>And either way, the game will work.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6088749, member: 2067"] Partially for this reason, I think it's smarter to have HP be "90% narrative, but we also don't have inspirational healing" as the "basic" option (assuming the Warlord gets into the "standard-" level game). That way, you can narrate them as wounds or luck if you want, and it provides room for the warlord healing to work and room for grittier HP to work, right up front, without any special modules re-writing the underlying rules of the game. Want inspirational healing? Grab the warlord class with the Inspiring Word ability. Don't? Ignore Inspiring Word and take Battle Speech (or whatever). I'll do what I can, but it might be worth examining why you would prefer to ask others to maintain political correctness around your favorite way of pretending to be a magical elf. If certain flippant descriptions trigger a hyper-emotional response, it may be possible that you are perhaps a little more deeply staked in the conversation than it may warrant. We are just dorks talking on the internet about a very obscure point of a tremendously nerdy hobby, and it probably isn't worth getting worked up over the fact that someone isn't taking your preferred method of make-believe seriously enough. FWIW, I used "slog fest" as a way to describe the nature of 4e's combat as being intensive from both sides, a conflict each side throws everything they have (or nearly so) into, each time. The solution to this is simple: if you have a dedicated healer in your party, you will have the rally (at least in the big combats). If you do not, you will not (and it is not necessary for the big combats). And either way, the game will work. [/QUOTE]
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Community
General Tabletop Discussion
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The Warlord, about it's past present and future, pitfalls and solutions. (Please calling all warlord players)
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