Warlord Player's job is to tell other players what to do??


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Derren said:
When you use common sense a lot of the warlords abilities would not work at all.

Yeah, but if you use common sense about 90% of the game's other rules don't work at all, either. Across all editions.
 

hong said:

Yeah that confused me too. but then I always defer to the most charismatic in social settings, or if the most tactical (or the group as a whole) has a sound battle strategy that I can buy in to I'll defer to that in combat. If not I'll do whatever seems best to me. I KNOW if we have a warlord I still won't be getting moved around against my will. My group must be odd in that we are friendly, respectful, and what not.
 

rounser said:
Even if it is optional whether you heed it or not, it's (a) still an order, and (b) suboptimal in terms of gameplay to ignore it, so you are effectively punished for being independent. By the rules.
Yes. As it should be. D&D is a team based game of working together to defeat problems. Being independent shouldn't be encouraged by the rules. I don't think D&D needs to apologize for focusing on this either.

But it's always been this way. Don't want to move around for the flank when the rogue asks you to? No problem, but you don't get the +2 to hit and the party loses out on the rogue's sneak attack dice. If that makes the difference between the enemy dying one round or the next and during that time the monster kills you, it was a choice you made. A suboptimal one that you were punished for taking. If your death is enough to tip the balance of power over and the rest of your group dies...oh well, you were being independent.
 

Yes. As it should be. D&D is a team based game of working together to defeat problems. Being independent shouldn't be encouraged by the rules. I don't think D&D needs to apologize for focusing on this either.
"Being independent shouldn't be encouraged by the rules". So too bad if you're roleplaying someone who isn't Captain Cooperation, it's now hardcoded into the D&D ruleset that you're playing wrong.

So much for simulating fantasy, where independent heroes are a dime a dozen.
 


Derren said:
Except that the Warlord doesn't give orders but warps the other PCs around however he wants. Also while normally leaders in adventuring groups get chosen because all members agree that someone is a good tactican the Warlord, or rather the player of the Warlord could have no tactical knowledge at all but he still gets to command other PCs around because of class choice.


The warlord's powers exist to partially mitigate the requirement that the warlord's player actually be a military tactical genius. Just as the rogue's player does not have to be an expert on disarming traps, the charismatic character not have to have a charismatic player, etc.

You get the pluses, the extra movement, etc even if your warlord player isn't that great. Not all military leaders are either. At the gaming table, at least the players can offer each other advice.

Note that a really bad player is bad no matter what class. The fighter who goes after the easy kills, the wizard with friendly fire issues, the rogue who doesn't bother to check for traps, the 3.5 cleric who didn't want to waste his spells on healing, or worse, used it to control other players. All bad bad bad. It's a team effort. Always has been.

Just as some groups strongly discourage anyone playing a bard, druid, etc, I imagine some groups will find issue with anyone playing a warlord. I think that's a shame. People should get to play what they enjoy. The warlord's players will screw up sometimes, save your bacon sometimes, just like any other class. Maybe some people just have difficulty with the concept of abstraction...
 

Hey rounser, if you didn't notice, they also nerfed skill points.

HAW HAW!
Couldn't care less. What's your point? That I'm so stupid that I'm afraid of everything new and like everything old?

There's a lot I like about 4E, buster. How do you like them apples?
 

rounser said:
Couldn't care less. What's your point? That I'm so stupid that I'm afraid of everything new and like everything old?

There's a lot I like about 4E, buster. How do you like them apples?
The point is that the possibility of inadvertently nerfing yourself by not having skills in a particular area has been removed, and the consequential side-effect is to remove opportunities to purposefully nerf yourself as well. Here too can be seen a tradeoff away from independence towards group functionality. Isn't it great?
 

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