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*TTRPGs General
Who Are the Generals in D&D?
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<blockquote data-quote="takyris" data-source="post: 410864" data-attributes="member: 5171"><p>I'd basically agree with that -- I was going to be snooty and come up with examples to the contrary, but they were pretty much exceptions to your very astute rule.</p><p></p><p>GOOD = FIGHTING POWER</p><p></p><p>GOOD = TACTICS</p><p></p><p>Ergo, FIGHTING POWER = TACTICS</p><p></p><p></p><p></p><p></p><p>A 20th level fighter with an average int, wis, and cha is still going to handily splatter a 20th level wizard on the field of war by your rules. I'd really rather go with a skill for it.</p><p></p><p>I have done what you're talking about, though, in a slightly different context. I allow BAB+Int rolls to determine the particular fighting style an opponent is using. It doesn't get you bonuses to hit them, but it helps you realize you're fighting a Southlander Duelist, known for using poison and invisible allies... Or BAB+Wis to notice that someone is fighting at less than full strength just by crossing blades with them. Or BAB+Cha in the place of Intimidate when trying to scare someone away from you in mid-combat.</p><p></p><p></p><p></p><p>Excellent point. I would argue back that we're both right -- they did badly because they had little field training (as you said), and their tactical training didn't cover the situation (as I said). And also probably because they didn't get their squads behind them. Wasn't a common cause of death for some of the worst LJGs "accidental friendly fire"?</p><p></p><p>An argument against sending an Exp1 with max'd out ranks in Strategy and expecting him to lead a bunch of mid-level Fighters, Rangers, and Rogues.</p><p></p><p>-Tacky</p></blockquote><p></p>
[QUOTE="takyris, post: 410864, member: 5171"] I'd basically agree with that -- I was going to be snooty and come up with examples to the contrary, but they were pretty much exceptions to your very astute rule. GOOD = FIGHTING POWER GOOD = TACTICS Ergo, FIGHTING POWER = TACTICS A 20th level fighter with an average int, wis, and cha is still going to handily splatter a 20th level wizard on the field of war by your rules. I'd really rather go with a skill for it. I have done what you're talking about, though, in a slightly different context. I allow BAB+Int rolls to determine the particular fighting style an opponent is using. It doesn't get you bonuses to hit them, but it helps you realize you're fighting a Southlander Duelist, known for using poison and invisible allies... Or BAB+Wis to notice that someone is fighting at less than full strength just by crossing blades with them. Or BAB+Cha in the place of Intimidate when trying to scare someone away from you in mid-combat. Excellent point. I would argue back that we're both right -- they did badly because they had little field training (as you said), and their tactical training didn't cover the situation (as I said). And also probably because they didn't get their squads behind them. Wasn't a common cause of death for some of the worst LJGs "accidental friendly fire"? An argument against sending an Exp1 with max'd out ranks in Strategy and expecting him to lead a bunch of mid-level Fighters, Rangers, and Rogues. -Tacky [/QUOTE]
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