11-15-2009, 10:51 AM | #31 |
Join Date: Jan 2006
Location: New Mexico
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Re: Unfazeable and Leadership
My current character in a medieval/fantasy/samurai campaign uses Leadership several times each session -- but very rarely trying to get the PCs to do anything.
For example, I was sent to investigate a rogue commander (who outranks me). We rode into their war camp, parleyed a while, and then I started trying to turn the soldier underlings to my side. So, after a few Diplomacy rolls to rhetorically jockey with the other commander, I called him out. The underlings reacted variously (with my Appearance+2, Charisma+2, Voice, and Social Chameleon advantages helping), and when the other commander challenged me, I used Leadership in an attempt to gather some underlings to help protect me. The soldiers were split, scuffles broke out, but in the end I had turned enough to my side that we were victorious and captured the rogue commander. Not bad for having just ridden into camp a few hours earlier, out-manned, out-gunned, and out-ranked. As for Fright Checks -- this is totally campaign specific in our group. We rarely use them unless the campaign has been characterized as having a Horror component, or we're playing lower-point characters. |
11-16-2009, 10:31 AM | #32 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Unfazeable and Leadership
Quote:
Fighters trained as individual combatants don't work the same way. They tend to be too strong-willed and proud to have a leader telling them what to do. Frequently, they're impetuous and suffer from the opposite of the problem above: they tend to advance even when this would be unwise. This describes PCs better, and is why Leadership mostly only gives small Fright Check and self-control bonuses to avoid hesitation. Like all social skills, though, Leadership is something used by PCs on NPCs. Use it on other PCs at your peril.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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11-16-2009, 10:35 AM | #33 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Unfazeable and Leadership
And separately from the above, because it's totally unrelated to the Leadership skill, I'd echo RPK's suggestion that you simply make this some sort of superhuman power. There are lots of ways to do it, most of which involve Affliction with Accessibility, Advantage, and Area Affect, or simply a suitable trait with Affects Others. If a skill roll is needed, you could even let Leadership replace IQ, Will, or whatever. Just don't misattribute improved physical combat performance to Leadership. Leadership helps you win the mind game, but it doesn't make your troops stronger, faster, or tougher. The reason troops seem faster and stronger when inspired is that they're taking Committed Attack and All-Out Attack to move forward and hit harder, not because they have more Move and ST.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-16-2009, 07:20 PM | #34 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Unfazeable and Leadership
Would it be reasonable to let a Leadership roll act as a complementary skill to the Will roll required for Extra Effort? So, if the troops are charging across No Man's Land, and the platoon sargeant succeeds on his Leadership roll, he gives them +1 to the roll to add to their Move, or +2 if he critically succeeds.
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11-16-2009, 07:30 PM | #35 |
Join Date: Dec 2007
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Re: Unfazeable and Leadership
I find that reasonable.
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11-16-2009, 09:32 PM | #36 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Unfazeable and Leadership
Yeah, that seems fine. "Mind games" includes things that depend on Will almost by definition; that's why Leadership can boost Will for a Fright Check. Of course, +1 to Will only translates into +5% for extra effort, so it won't be an especially meaningful bump if you use the stock +1/+2. I might let Leadership trigger the "motivated by fear, anger, or concern for a loved one" clause and give +5 to this specific use of Will, which means +25% on extra effort. I figure that if Intimidation can manage that (as written, it can), then it might not be beyond Leadership. Whether that's a good baseline effect or best saved for a critical success would require playtesting to sort out.
Regardless, this feels balanced because it costs FP; it isn't a bonus with no downside. And because the FP give a penalty on extra effort rolls, repeated use has diminishing returns. It seems fairly hard to abuse.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-19-2009, 06:00 AM | #37 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Unfazeable and Leadership
Quote:
Also, it shouldn't be DX!, it should be a purpose-made Talent that covers all unarned and melee weapon combat. This lowers the cost from DX!'s 15 CPs per level to 10 CPs per level for a medium-breadth Talent. |
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11-19-2009, 06:02 AM | #38 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Unfazeable and Leadership
Quote:
Essentialy it'd be a new advantage, costing 20 CPs and consisting of 2 levels of Charisma plus the combat skill benefit, and can be bought once or twice (since no one can have more than 5 levels of Charisma IIRC.) |
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11-19-2009, 06:36 AM | #39 | |
Banned
Join Date: Apr 2008
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Re: Unfazeable and Leadership
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It provides an aswer for a problem we sometimes encounter when players and GMs dispute what a NPC hireling or ally 'should' or 'would' do. |
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11-19-2009, 07:52 AM | #40 |
Join Date: Dec 2007
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Re: Unfazeable and Leadership
Ain't no weapon talents. And for the record, all unarmed and melee weapon combat would NOT be a medium-breath Talent.
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Tags |
influence rolls, kromm explanation |
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