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Why we need Warlords in D&DN
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<blockquote data-quote="LurkAway" data-source="post: 5776295" data-attributes="member: 6685059"><p>I think he meant that any class (and/or any high cha PC) should be able to say 'Get up damn you, get up and fight!' and being effective.</p><p></p><p>Warlord powers ignore, I think, a vital point. The Warlord is only good at triggering internal reserves of willpower, he can't give you anything you don't have. The potential is in the individual. If you're crippled and exhausted through and through, the Warlord can scream his head off and it won't do any good, he can only inspire whatever reserves are left in you. And Warlords shouldn't have a monopoly on that ability.</p><p></p><p>In fantasy/sci-fi/action genre, there is no Warlord. There may be a commander who goes around inspiring people all day, or they may be a colonel who does that, or a mere sergeant who does that, or some combination of all of them are inspiring others at any one time, and none of them can be classified as Warlords. "Warlording" is a skill subset, not a single role as implied by the class structure.</p><p></p><p>Warlording also ignores the chemistry between personalities. Bob may not be inspired by Jane at all. Or Bob may only be inspired by Jean after she earns his trust and respect after days or weeks in the field.</p><p></p><p>Now bards could gift you with a second wind with a magical song and dance, but Warlords aren't Bards and that's the problem.</p><p></p><p>I can totally get immersed in what the fighter or wizard is doing. But if I can't dig too deeply into what the Warlord is doing. I try not to think about how everyone hears and understands exactly what the Warlord is saying and reacting accordingly, amidst the noise and pandemonium and fog of battle. I try not to visualize a fatal bleeding wound and then retcon it when the Warlord favors my PC with a hug and smile. I think that people who love Warlords don't think or care about these questions, and that's exactly the point.</p><p></p><p>For those reasons, I dislike Warlords as being a mostly gamist construct IMO (and ya, the naming annoys me too, sorry!) that doesn't help to toggle the immersive experience and the kind of stories I want from a traditional fantasy game.</p><p></p><p>I suspect the difference between those who hate Warlords and those who love them mirrors the split between those who play 1st person perspective vs those who play 3rd person/bird's eye perspective. YMMV of course, but I'm speculating generally speaking (there will always be exceptions).</p></blockquote><p></p>
[QUOTE="LurkAway, post: 5776295, member: 6685059"] I think he meant that any class (and/or any high cha PC) should be able to say 'Get up damn you, get up and fight!' and being effective. Warlord powers ignore, I think, a vital point. The Warlord is only good at triggering internal reserves of willpower, he can't give you anything you don't have. The potential is in the individual. If you're crippled and exhausted through and through, the Warlord can scream his head off and it won't do any good, he can only inspire whatever reserves are left in you. And Warlords shouldn't have a monopoly on that ability. In fantasy/sci-fi/action genre, there is no Warlord. There may be a commander who goes around inspiring people all day, or they may be a colonel who does that, or a mere sergeant who does that, or some combination of all of them are inspiring others at any one time, and none of them can be classified as Warlords. "Warlording" is a skill subset, not a single role as implied by the class structure. Warlording also ignores the chemistry between personalities. Bob may not be inspired by Jane at all. Or Bob may only be inspired by Jean after she earns his trust and respect after days or weeks in the field. Now bards could gift you with a second wind with a magical song and dance, but Warlords aren't Bards and that's the problem. I can totally get immersed in what the fighter or wizard is doing. But if I can't dig too deeply into what the Warlord is doing. I try not to think about how everyone hears and understands exactly what the Warlord is saying and reacting accordingly, amidst the noise and pandemonium and fog of battle. I try not to visualize a fatal bleeding wound and then retcon it when the Warlord favors my PC with a hug and smile. I think that people who love Warlords don't think or care about these questions, and that's exactly the point. For those reasons, I dislike Warlords as being a mostly gamist construct IMO (and ya, the naming annoys me too, sorry!) that doesn't help to toggle the immersive experience and the kind of stories I want from a traditional fantasy game. I suspect the difference between those who hate Warlords and those who love them mirrors the split between those who play 1st person perspective vs those who play 3rd person/bird's eye perspective. YMMV of course, but I'm speculating generally speaking (there will always be exceptions). [/QUOTE]
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