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"Warlord" build for D&Dnext
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<blockquote data-quote="chaochou" data-source="post: 6146250" data-attributes="member: 99817"><p>I haven't followed the playtests packet since the first one (other games running and no opportunity to use them) so I can't comment on the specifics of these mechanics.</p><p></p><p>If I look at boardgames and wargames as a starting point there are basically two functions leaders have - improving morale (including rallying broken troops) and mitigating command and control limitations. I think if you want a strong leader archetype a game needs to feature all those problems that happen in battle in the absence of good leadership.</p><p></p><p>The RPG premise of being in full control of your character runs contrary to what happens in battle. Real people fighting in melee break and run long before they get to 0 HP. They don't 'decide' to run. They run. Real people are overwhelmed by the carnage and mayhem around them in the absence of organisation and leadership. Real people look around for the reassuring presence of allies while taking offensive action. RPGs generally do a very poor job of modelling the psychology of the battlefield.</p><p></p><p>So I guess where I'm going with this is that my idea of modelling a leader in battle first requires a different modelling of combat than AC and HP. Imagine a game featuring the conditions: Confident, Shaken, Falling Back and Broken. Imagine they provide some pretty harsh penalties on what actions you can choose (and penalties on doing them). Imagine each time you lose HP you have to Save vs Fear or move one step down the track (confident to shaken, shaken to falling back etc).</p><p></p><p>Now you have a combat system where victory and defeat can be based on morale. It's easy to imagine how interesting, useful and potentially heroic it could be to have leadership, inspiration skills or traits like indomitable or strong-willed. And being cowardly would really mean being cowardly - unable to cope with danger! It could also provide another balancing mechanic (for those that need it) in terms of magic vs martial classes. An arrow nicking past the mage's head (3hp damage) and that guy isn't casting, he's running for cover.</p><p></p><p>In summary; In the absence of meaningful penalties for poor leadership, morale and organisation, trying to model the effects of good leadership, morale and organisation is - in my view - something of a losing proposition.</p><p></p><p>Sorry for the tangent.</p></blockquote><p></p>
[QUOTE="chaochou, post: 6146250, member: 99817"] I haven't followed the playtests packet since the first one (other games running and no opportunity to use them) so I can't comment on the specifics of these mechanics. If I look at boardgames and wargames as a starting point there are basically two functions leaders have - improving morale (including rallying broken troops) and mitigating command and control limitations. I think if you want a strong leader archetype a game needs to feature all those problems that happen in battle in the absence of good leadership. The RPG premise of being in full control of your character runs contrary to what happens in battle. Real people fighting in melee break and run long before they get to 0 HP. They don't 'decide' to run. They run. Real people are overwhelmed by the carnage and mayhem around them in the absence of organisation and leadership. Real people look around for the reassuring presence of allies while taking offensive action. RPGs generally do a very poor job of modelling the psychology of the battlefield. So I guess where I'm going with this is that my idea of modelling a leader in battle first requires a different modelling of combat than AC and HP. Imagine a game featuring the conditions: Confident, Shaken, Falling Back and Broken. Imagine they provide some pretty harsh penalties on what actions you can choose (and penalties on doing them). Imagine each time you lose HP you have to Save vs Fear or move one step down the track (confident to shaken, shaken to falling back etc). Now you have a combat system where victory and defeat can be based on morale. It's easy to imagine how interesting, useful and potentially heroic it could be to have leadership, inspiration skills or traits like indomitable or strong-willed. And being cowardly would really mean being cowardly - unable to cope with danger! It could also provide another balancing mechanic (for those that need it) in terms of magic vs martial classes. An arrow nicking past the mage's head (3hp damage) and that guy isn't casting, he's running for cover. In summary; In the absence of meaningful penalties for poor leadership, morale and organisation, trying to model the effects of good leadership, morale and organisation is - in my view - something of a losing proposition. Sorry for the tangent. [/QUOTE]
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