Hot Topic (More than 10 Replies) Skill: Leadership (Read 3908 times)
John
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Skill: Leadership
Jun 10th, 2012 at 2:59pm
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  This rule requires two steps,  learn the skill of leadership and then when used the "leader" sacrifices their first action a turn ( like evasion).  Then  they can lead as many people as they have charisma points.

    Those lead by this leader get a + on their die rolls ( GM's discrection but mostly to hit,  and most saves) based on one tenth the leader's Intellegence.      

    A charismatic leader can have lots of followers, but a smart one can made the best calls.
  

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John
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Re: Skill: Leadership
Reply #1 - Jun 10th, 2012 at 3:03pm
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This can be "stacked" with other leader like skills such as

Command: Your charisma is effectively two points higher for rolls and number of followers.

Tactics:  Your intellegence is effectively two points higher for rolls and bonus' to hit.
  

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John
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Re: Skill: Leadership
Reply #2 - Jun 10th, 2012 at 3:05pm
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Note the leader himself doesn't get the plus to hit, only the followers.
  

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Majestic
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Re: Skill: Leadership
Reply #3 - Jun 11th, 2012 at 1:39pm
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These are pretty cool, and remind me of some of the leadership bonuses done in the CODA rules by Decipher (Star Trek RPG and Lord of the Rings RPG).
  
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Bill Kropp
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Re: Skill: Leadership
Reply #4 - Jun 11th, 2012 at 4:16pm
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or like the noble and jedi talents in Star Wars Saga Edition, but better.
  
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dsumner
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Re: Skill: Leadership
Reply #5 - Jun 11th, 2012 at 5:31pm
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I may play with these a bit, but overall I like what you've done, so you can consider them officially stolen.   Cheesy
  

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John
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Re: Skill: Leadership
Reply #6 - Jun 11th, 2012 at 5:36pm
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cool, 

I have yet to play test them yet.

I guess this is why you hardly ever see Cyclops blasting everything with his eye beams.  HE is spending his actions leading everyone.
  

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dsumner
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Re: Skill: Leadership
Reply #7 - Jun 11th, 2012 at 6:08pm
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I especially see this being used by someone like Capt. America, where Cap spends a good little bit of time directing the actions of others.
  

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Re: Skill: Leadership
Reply #8 - Jun 11th, 2012 at 10:44pm
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Smiley
  

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Bill Kropp
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Re: Skill: Leadership
Reply #9 - Jun 11th, 2012 at 11:04pm
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see, Cap gets enough actions where he directs people AND gets at least 2 more actions per turn. or directs, evades, then attacks
  
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dsumner
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Re: Skill: Leadership
Reply #10 - Sep 24th, 2012 at 5:49am
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John wrote on Jun 10th, 2012 at 2:59pm:
  Those lead by this leader get a + on their die rolls ( GM's discrection but mostly to hit,  and most saves) based on one tenth the leader's Intellegence. 


I'd actually base it on the Leader's Charisma score, as the more charismatic they are, the more likely they are to be able to influence others.
  

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Re: Skill: Leadership
Reply #11 - Sep 24th, 2012 at 9:34am
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AHA!! Ok.. now I see how those work!  COOL!  Wish I had the skill slots for them.  Should be neat to see how they work! Smiley
  

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AlabasterKnight
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Re: Skill: Leadership
Reply #12 - Sep 24th, 2012 at 11:07am
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dsumner wrote on Sep 24th, 2012 at 5:49am:
John wrote on Jun 10th, 2012 at 2:59pm:
  Those lead by this leader get a + on their die rolls ( GM's discrection but mostly to hit,  and most saves) based on one tenth the leader's Intellegence. 


I'd actually base it on the Leader's Charisma score, as the more charismatic they are, the more likely they are to be able to influence others.


John, I like the rule... Dom I like the suggestion...
I'm writing this idea down as something I'd use at my house...
I think I'll build in a Detect Danger perception roll and an actual Evasion maneuver in that first round so that the leader guy isn't helpless during that assessment...
« Last Edit: Sep 27th, 2012 at 1:46am by AlabasterKnight »  

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Re: Skill: Leadership
Reply #13 - Sep 24th, 2012 at 11:35am
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I agree, I like it.  I also like the division of stats between Cha and Int.
  
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Majestic
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Re: Skill: Leadership
Reply #14 - Sep 24th, 2012 at 3:14pm
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I still really like this.  Just reworded it for our game and posited it to see if my players like it.  Here's my proposed take on it:

The leader of a team of combatants can provide a bonus to their teammates during a battle.  When a leader sacrifices their first action of each turn (like Evasion) and makes a successful Command skill roll, that leader is able to give a bonus to each of their teammates equal to 1/10th of their Intelligence.  Making a successful Tactics skill roll (no extra action) adds 1 to this total.  The maximum number of participants that may receive this bonus is equal to the Charisma of the leader (and they must be able to hear the commands).  The bonus can be used to hit opponents with attacks, but may also be used for various saving throws during the battle (GM’s discretion).
  
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John
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Re: Skill: Leadership
Reply #15 - Sep 26th, 2012 at 9:27pm
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Nice Majestic.  Worded perfectly.
  

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AlabasterKnight
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Re: Skill: Leadership
Reply #16 - Sep 27th, 2012 at 1:51am
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Majestic wrote on Sep 24th, 2012 at 3:14pm:
I still really like this.  Just reworded it for our game and posited it to see if my players like it.  Here's my proposed take on it:

The leader of a team of combatants can provide a bonus to their teammates during a battle.  When a leader sacrifices their first action of each turn (like Evasion) and makes a successful Command skill roll, that leader is able to give a bonus to each of their teammates equal to 1/10th of their Intelligence.  Making a successful Tactics skill roll (no extra action) adds 1 to this total.  The maximum number of participants that may receive this bonus is equal to the Charisma of the leader (and they must be able to hear the commands).  The bonus can be used to hit opponents with attacks, but may also be used for various saving throws during the battle (GM’s discretion).


I like still like this idea.
One question: What's the trade off for the leader having his or her attention directed at directing the combat?
Obviously he or she is aware of the big picture to give commands but this also preoccupies him a bit; not every character who is a leader is Captain America where fighting and giving commands is so old hat it comes naturally; should he or she have any defensive penalties for themselves in regard to their own participation in combat while using this skill?
If so, perhaps to reflect someone like that who is as experienced and adept as Cap, his or her level would directly influence his ability to mitigate that penalty so that eventually the leadership would become part of the flow of his own personal combat which he or she may engage in...
« Last Edit: Sep 27th, 2012 at 1:54am by AlabasterKnight »  

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Majestic
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Re: Skill: Leadership
Reply #17 - Sep 27th, 2012 at 2:38pm
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I think for our system it works as you suggest, AK.  Cap would already have a Heightened Defense (active anytime he's conscious and mobile).  And in our game he'd have those leadership skills maxed out, so he'd be great at doing this.

The trade-off, as I see it, is that he's required to spend an action every turn "commanding", which will work out to half (or 1/3) of his total actions.
  
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Re: Skill: Leadership
Reply #18 - Mar 5th, 2017 at 9:26am
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Bumped for John
  

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