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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="pemerton" data-source="post: 6144303" data-attributes="member: 42582"><p>Why are they apples and oranges? In Runequest or Burning Wheel - just to name two popular and pretty well known fantasy games, one old and the other more recent - these two things are not apples and oranges. You can spend player effort and resources trying to become an inspirational leader (eg by building up your Oratory or Command skill) or trying to become a divine devotee whose prayers are likely to be answered (by joining a cult in RQ, or by developing and then building up your Faith attribute in BW).</p><p></p><p>The reason D&D handles these things differently from RQ or BW is because it is a class-based game. Once you decide that there are a couple of classes for the ultra-faithful (cleric and paladin), and a couple of classes for the ultra-tough fighters (barbarian and fighter), what is wrong with a class (or two, if you count bards) for the ultra-inspiring? And if someone is wondering, why can't my guy be that inspiring?, the answer is - build a warlord. Just like the player of a paladin who is wondering why his/her PC can't be as skilled with weapons as a fighter gets told to build a fighter instead.</p><p></p><p>If you are comfortable with the idea of <em>training</em> in prayer, or <em>training</em> in channelling the mutant powers you inherited from your draconic forebears, then I would think you might be comfortable with the idea of <em>training</em> at being inspirational. I mean, plenty of people think it can be done - there's a pretty lucrative market for management and leadership courses, after all.</p><p></p><p>What's the ingame reason why devout non-cleric PCs cannot pray and have the gods answer their prayers? What's the ingame reason that a fighter descended from a dragon cannot use the magic that a sorcerer can?</p></blockquote><p></p>
[QUOTE="pemerton, post: 6144303, member: 42582"] Why are they apples and oranges? In Runequest or Burning Wheel - just to name two popular and pretty well known fantasy games, one old and the other more recent - these two things are not apples and oranges. You can spend player effort and resources trying to become an inspirational leader (eg by building up your Oratory or Command skill) or trying to become a divine devotee whose prayers are likely to be answered (by joining a cult in RQ, or by developing and then building up your Faith attribute in BW). The reason D&D handles these things differently from RQ or BW is because it is a class-based game. Once you decide that there are a couple of classes for the ultra-faithful (cleric and paladin), and a couple of classes for the ultra-tough fighters (barbarian and fighter), what is wrong with a class (or two, if you count bards) for the ultra-inspiring? And if someone is wondering, why can't my guy be that inspiring?, the answer is - build a warlord. Just like the player of a paladin who is wondering why his/her PC can't be as skilled with weapons as a fighter gets told to build a fighter instead. If you are comfortable with the idea of [I]training[/I] in prayer, or [i]training[/I] in channelling the mutant powers you inherited from your draconic forebears, then I would think you might be comfortable with the idea of [I]training[/I] at being inspirational. I mean, plenty of people think it can be done - there's a pretty lucrative market for management and leadership courses, after all. What's the ingame reason why devout non-cleric PCs cannot pray and have the gods answer their prayers? What's the ingame reason that a fighter descended from a dragon cannot use the magic that a sorcerer can? [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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