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What's a Warlord? Never heard of this class before.
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<blockquote data-quote="GreenTengu" data-source="post: 6790567" data-attributes="member: 6777454"><p>Remember that combat in the game is already far from the reality it is supposed to be entailing. People in a realistic setting would not move, stand perfectly still in a single spot, swing their weapon once and then wait for everyone else to do the same thing in turn before moving again. Turn-based is something we just have to live with as we can't play the game real time.</p><p></p><p>Furthermore, the accuracy and efficiency of the character is determined rather randomly. The die roll determines whether you get a critical hit or critical miss or, most often, something in between and another die roll tells you if you get a perfectly accurate shot or if it is a glancing blow.</p><p></p><p>Moreover, hit points really seem to involve more a concept of stamina than actual physical damage. Did you ever play on an old MUD that attempted to convey damage amounts directly to the damage number that was done? So at low levels a "lightly scratches" was likely to knock out/kill a character, but at higher levels you would "eviscerate" or "disembowel" someone 30 times during the course of every fight and there was no real guarantee even then that the enemy would die.</p><p></p><p>Plus, given that a character's fighting prowess does not decrease as their hit points drop and that one can be reduced to 0 and brought back and suffer no permanent wounds tells us that is because that model is stupid and doesn't make the least bit of sense. A far more reasonable concept would be that as one gains more hit points, that it an indication of their ability to turn away blows that would actually be damaging into something far less serious.</p><p></p><p>In such a model, the idea of a character's perceptive, tactical, motivational speaking and squad maneuvering capabilities adding to the attack bonus, armor bonus, damage, hit points, initiative, etc. is actually a much better model for demonstrating the effect having a good commander, coach, operations officer, perceptive sidekick or any other version of "your job is to watch what the heroes are doing any call out to them if you see a weak spot or an opening or where or when the enemy is going to strike" than anything one can do as a player. As a player, you can maybe cleverly maneuver your character into an ideal position to get advantage or cause an enemy to get disadvantage if you are using models rather than theater of the mind... but beyond that?</p><p></p><p>Yeah, there really isn't anything you can do to affect your character's accuracy or power-- it is all determined by the roll of a die.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6790567, member: 6777454"] Remember that combat in the game is already far from the reality it is supposed to be entailing. People in a realistic setting would not move, stand perfectly still in a single spot, swing their weapon once and then wait for everyone else to do the same thing in turn before moving again. Turn-based is something we just have to live with as we can't play the game real time. Furthermore, the accuracy and efficiency of the character is determined rather randomly. The die roll determines whether you get a critical hit or critical miss or, most often, something in between and another die roll tells you if you get a perfectly accurate shot or if it is a glancing blow. Moreover, hit points really seem to involve more a concept of stamina than actual physical damage. Did you ever play on an old MUD that attempted to convey damage amounts directly to the damage number that was done? So at low levels a "lightly scratches" was likely to knock out/kill a character, but at higher levels you would "eviscerate" or "disembowel" someone 30 times during the course of every fight and there was no real guarantee even then that the enemy would die. Plus, given that a character's fighting prowess does not decrease as their hit points drop and that one can be reduced to 0 and brought back and suffer no permanent wounds tells us that is because that model is stupid and doesn't make the least bit of sense. A far more reasonable concept would be that as one gains more hit points, that it an indication of their ability to turn away blows that would actually be damaging into something far less serious. In such a model, the idea of a character's perceptive, tactical, motivational speaking and squad maneuvering capabilities adding to the attack bonus, armor bonus, damage, hit points, initiative, etc. is actually a much better model for demonstrating the effect having a good commander, coach, operations officer, perceptive sidekick or any other version of "your job is to watch what the heroes are doing any call out to them if you see a weak spot or an opening or where or when the enemy is going to strike" than anything one can do as a player. As a player, you can maybe cleverly maneuver your character into an ideal position to get advantage or cause an enemy to get disadvantage if you are using models rather than theater of the mind... but beyond that? Yeah, there really isn't anything you can do to affect your character's accuracy or power-- it is all determined by the roll of a die. [/QUOTE]
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What's a Warlord? Never heard of this class before.
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