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"Warlord" build for D&Dnext
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<blockquote data-quote="chaochou" data-source="post: 6146398" data-attributes="member: 99817"><p>[MENTION=42582]pemerton[/MENTION] [MENTION=2303]Starfox[/MENTION] [MENTION=6696971]Manbearcat[/MENTION]</p><p></p><p>Plenty of good stuff all round.</p><p></p><p>I had no problems with the 4e Warlord and am on board with HP as morale, fatigue, will to win etc.</p><p></p><p>However, look, if my character has 30hp we know what 0hp means. But where on the scale of 0 to 30 has my character given up, lost heart or courage, got confused and disoriented, lost track of his allies, decided to run?</p><p></p><p>This is the problem that HP don't cover. However we divide up the meaning of HP, using HP in play is pure mechanics. The dice say 7hp damage, I mark it on my sheet. The results don't feedback into the fiction, only as color narration or at zero. (Although 4e took a step towards this with bloodied, which I applaud). But still, HP are a blunt, unsophisticated instrument.</p><p></p><p>I notice opposition to spell effects being negated by HP (ie spells not working unless the target is below certain HP thresholds) which is another interesting way to give HP additional meaning, but which appears to face significant opposition. I predict HP will remain a blunt and unsophisticated instrument.</p><p></p><p>Given that, I'd much rather see morale rules in a module which opens up a martial leader as an interesting and viable option. It opens up the possibility of not killing the Owlbear, but driving it away with rocks and arrows. It brings the unearthly fearlessness of the undead (or the immortal) to the fore. It makes a character capable of rallying and inspiring a potent force. I'd much, much rather see this than rules for flanking and facing because it adds more than tactics and options to combat - it bring character and personality to the PCs.</p></blockquote><p></p>
[QUOTE="chaochou, post: 6146398, member: 99817"] [MENTION=42582]pemerton[/MENTION] [MENTION=2303]Starfox[/MENTION] [MENTION=6696971]Manbearcat[/MENTION] Plenty of good stuff all round. I had no problems with the 4e Warlord and am on board with HP as morale, fatigue, will to win etc. However, look, if my character has 30hp we know what 0hp means. But where on the scale of 0 to 30 has my character given up, lost heart or courage, got confused and disoriented, lost track of his allies, decided to run? This is the problem that HP don't cover. However we divide up the meaning of HP, using HP in play is pure mechanics. The dice say 7hp damage, I mark it on my sheet. The results don't feedback into the fiction, only as color narration or at zero. (Although 4e took a step towards this with bloodied, which I applaud). But still, HP are a blunt, unsophisticated instrument. I notice opposition to spell effects being negated by HP (ie spells not working unless the target is below certain HP thresholds) which is another interesting way to give HP additional meaning, but which appears to face significant opposition. I predict HP will remain a blunt and unsophisticated instrument. Given that, I'd much rather see morale rules in a module which opens up a martial leader as an interesting and viable option. It opens up the possibility of not killing the Owlbear, but driving it away with rocks and arrows. It brings the unearthly fearlessness of the undead (or the immortal) to the fore. It makes a character capable of rallying and inspiring a potent force. I'd much, much rather see this than rules for flanking and facing because it adds more than tactics and options to combat - it bring character and personality to the PCs. [/QUOTE]
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