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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="I'm A Banana" data-source="post: 6144751" data-attributes="member: 2067"><p>It's not an intended solution, it's intended as a thought experiment to determine what changing the decision point might create, to hope to get closer to what NC's central thesis actually is. It isn't there to work, it's there to fail in a way that will show me more about how other people think. </p><p></p><p></p><p></p><p>So the conciet is that this fits within the budget -- that this is a viable thing for a character to purchase. </p><p></p><p>And it's true that by not tying this mechanic to class, you make it available to anyone who happens to equip the item, whatever their class. Is the idea of non-magical spike healing exclusive and unable to be combined with a Fighter or a Cleric or a Ranger or a Paladin?</p><p></p><p></p><p></p><p>Since the item is balanced with other items, presumably to bear the battle standard means that they'd have to give up wielding an equivalent item, that gave equivalent power. You might imagine them carrying other role mechanics. The assumption is that it is balanced -- the question is, if such a thing exists, does it meet the needs of a warlord fan? It meets NC's criteria as he stated them upthread, so we have one of two possible outcomes: either it meets his criteria because those are his actual criteria, or it doesn't, and I adjust my understanding of his criteria to be more accurate to what he actually wants. </p><p></p><p></p><p></p><p>So if we presume that it is made workable, you've got no real conceptual problems with it, as someone who presumably agrees with NC's thesis as he posted it.</p><p></p><p>Which is good. Because if you're OK with it conceptually as an item, then how do you feel about maybe putting a tag on that item, something like "[Inspiration]", that is keyed to a description somewhere: "[Inspiration] features restore hit points by increasing morale and grit. If you use such an ability, HP in your game represents these aspects of fighting spirit, too?"</p><p></p><p>Because if you're OK with that, then you've fundamentally agreed with me that you don't need a warlord class to get the kind of play experience you want as a warlord fan: that an HP module would work fine to accomplish that.</p><p></p><p></p><p></p><p>We've moved on a bit from the posts you're quoting there, but I wanted to tease this out because I think it feeds into what we're talking about.</p><p></p><p>"Mechanical heft" is awfully vague, and it is remarkably changable. There is not one "mechanical heft" that a class mechanic must sit at, and a rule of some hypothetical "mechanical heft rating" could sit at multiple decision points in the process of campaign creation. </p><p></p><p>It's my personal view that actually defining what HP means is of <em>too much</em> "mechanical heft" to be trusted well in the hands of one class mechanic.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6144751, member: 2067"] It's not an intended solution, it's intended as a thought experiment to determine what changing the decision point might create, to hope to get closer to what NC's central thesis actually is. It isn't there to work, it's there to fail in a way that will show me more about how other people think. So the conciet is that this fits within the budget -- that this is a viable thing for a character to purchase. And it's true that by not tying this mechanic to class, you make it available to anyone who happens to equip the item, whatever their class. Is the idea of non-magical spike healing exclusive and unable to be combined with a Fighter or a Cleric or a Ranger or a Paladin? Since the item is balanced with other items, presumably to bear the battle standard means that they'd have to give up wielding an equivalent item, that gave equivalent power. You might imagine them carrying other role mechanics. The assumption is that it is balanced -- the question is, if such a thing exists, does it meet the needs of a warlord fan? It meets NC's criteria as he stated them upthread, so we have one of two possible outcomes: either it meets his criteria because those are his actual criteria, or it doesn't, and I adjust my understanding of his criteria to be more accurate to what he actually wants. So if we presume that it is made workable, you've got no real conceptual problems with it, as someone who presumably agrees with NC's thesis as he posted it. Which is good. Because if you're OK with it conceptually as an item, then how do you feel about maybe putting a tag on that item, something like "[Inspiration]", that is keyed to a description somewhere: "[Inspiration] features restore hit points by increasing morale and grit. If you use such an ability, HP in your game represents these aspects of fighting spirit, too?" Because if you're OK with that, then you've fundamentally agreed with me that you don't need a warlord class to get the kind of play experience you want as a warlord fan: that an HP module would work fine to accomplish that. We've moved on a bit from the posts you're quoting there, but I wanted to tease this out because I think it feeds into what we're talking about. "Mechanical heft" is awfully vague, and it is remarkably changable. There is not one "mechanical heft" that a class mechanic must sit at, and a rule of some hypothetical "mechanical heft rating" could sit at multiple decision points in the process of campaign creation. It's my personal view that actually defining what HP means is of [I]too much[/I] "mechanical heft" to be trusted well in the hands of one class mechanic. [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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