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General Tabletop Discussion
*Dungeons & Dragons
[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="pemerton" data-source="post: 6143705" data-attributes="member: 42582"><p>[MENTION=87792]Neonchameleon[/MENTION], good OP.</p><p></p><p>To those who think that "spike healing" (Neonchameleon's "panic button") can be handled other than via a particular class or suite of abilities, what is your mechanical model for a leader/commander?</p><p></p><p>In my view D&D has two classes that emulate Arthur, Aragorn, Fararmir, Richard the Lionheart etc - heroic battle captains whose presence on the field of battle rouses their soldiers and inspires them to victory. One is the paladin; the other is the warlord. They clearly overlap as archetypes, but - given D&D's insistence on magic as all-or-nothing - they nicely reflect the magic and non-magic variants of the archetype.</p><p></p><p>Burning Wheel handles this archetype via a combination of the Steel attribute (a morale-type ability that applies to PCs as well as NPCs) and the Command skill (a skill which allows reduction of moral penalties, including morale penalties suffered by PCs).</p><p></p><p>4e handles it via hit points (which include elements of morale/resilience as well as physical prowess) and inspirational healing.</p><p></p><p>Fate Points and other forms of self-healing or self-generated damage mitigation don't emulate this fictional trope. They emuate other tropes (like Conan's ability to rally under the most adverse circumstances - in 4e this is second wind, and other self-healing powers).</p></blockquote><p></p>
[QUOTE="pemerton, post: 6143705, member: 42582"] [MENTION=87792]Neonchameleon[/MENTION], good OP. To those who think that "spike healing" (Neonchameleon's "panic button") can be handled other than via a particular class or suite of abilities, what is your mechanical model for a leader/commander? In my view D&D has two classes that emulate Arthur, Aragorn, Fararmir, Richard the Lionheart etc - heroic battle captains whose presence on the field of battle rouses their soldiers and inspires them to victory. One is the paladin; the other is the warlord. They clearly overlap as archetypes, but - given D&D's insistence on magic as all-or-nothing - they nicely reflect the magic and non-magic variants of the archetype. Burning Wheel handles this archetype via a combination of the Steel attribute (a morale-type ability that applies to PCs as well as NPCs) and the Command skill (a skill which allows reduction of moral penalties, including morale penalties suffered by PCs). 4e handles it via hit points (which include elements of morale/resilience as well as physical prowess) and inspirational healing. Fate Points and other forms of self-healing or self-generated damage mitigation don't emulate this fictional trope. They emuate other tropes (like Conan's ability to rally under the most adverse circumstances - in 4e this is second wind, and other self-healing powers). [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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