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What are the Roles now?
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<blockquote data-quote="pemerton" data-source="post: 6514260" data-attributes="member: 42582"><p>As per REH's Conan stories, I tend to incline towards might being more powerful than magic <em>in combat</em>. In an RPG, players of magic-users almost always get more flexibility out of combat - they shouldn't be better at combat too!</p><p></p><p>Conan isn't supernatural in the fiction - but compared to what real human beings can do he is very lucky and effective. In a D&D-style RPG this requires mechanics - eg the ability to ignore roles below a certain number, good saving throws, etc.</p><p></p><p>Aragorn's ability to turn the tide by rousing his allies' spirits isn't supernatural either - but in D&D how are you going to implement that if not in the form of hit point restoration and/or combat buffs (along the lines of the 4e warlord)?</p><p></p><p>"Combat as war" doesn't speak to any of this (and tends not to support either Conan-esque or LotR-esque play, because it does not reward Conan-esque boldness nor LotR-esque providentially-guided rightenousness).</p><p></p><p>I think that [MENTION=67338]GMforPowergamers[/MENTION]'s point is that there is an edition of D&D that does support these tropes as inherent in its class design.</p><p></p><p>For what it's worth, I agree with him. The warlord, in particular, is a breakthrough in D&D for enabling characters who resemble Tolkien's battle captains; and the system does more than any other version of D&D (5e excepted? - reports seem to be mixes) to put martial characters (whether Conan-esque or otherwise) on a par with magic-using ones, even at upper levels.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6514260, member: 42582"] As per REH's Conan stories, I tend to incline towards might being more powerful than magic [I]in combat[/I]. In an RPG, players of magic-users almost always get more flexibility out of combat - they shouldn't be better at combat too! Conan isn't supernatural in the fiction - but compared to what real human beings can do he is very lucky and effective. In a D&D-style RPG this requires mechanics - eg the ability to ignore roles below a certain number, good saving throws, etc. Aragorn's ability to turn the tide by rousing his allies' spirits isn't supernatural either - but in D&D how are you going to implement that if not in the form of hit point restoration and/or combat buffs (along the lines of the 4e warlord)? "Combat as war" doesn't speak to any of this (and tends not to support either Conan-esque or LotR-esque play, because it does not reward Conan-esque boldness nor LotR-esque providentially-guided rightenousness). I think that [MENTION=67338]GMforPowergamers[/MENTION]'s point is that there is an edition of D&D that does support these tropes as inherent in its class design. For what it's worth, I agree with him. The warlord, in particular, is a breakthrough in D&D for enabling characters who resemble Tolkien's battle captains; and the system does more than any other version of D&D (5e excepted? - reports seem to be mixes) to put martial characters (whether Conan-esque or otherwise) on a par with magic-using ones, even at upper levels. [/QUOTE]
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