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BLUF; I've got two characters that can't lead for shit, and they are going into a situation where leadership will be a thing.
So, in a few games (maybe), there will come a time when the characters in my red hand of doom conversion will be ready to face the red hand horde - north of 1500 troops. Now, the original D&D module has the party building points over the course of things, and then they fight a few decisive battles at the group level, defending key resources and whatnot. I'm going to change this for my Mythras conversion, using Ships and Shield Walls, giving them sections of troops to lead into battle. To do such a thing, they get set up as commanders which requires Lore (Strategy and Tactics), Oratory, Influence, Locale, Lore (Region, but they are all from here, so they can use Locale), Passions, Piety (for sacrifices and holy stuff),
Now, the party is, surprisingly perhaps, uniquely suited for this activity.
They are both surprisingly tough, and might make good scouts, but that sort of runs into the hacker problem - they are off playing their own game, and not really participating in the climatic battle. They are probably tough enough for some personal challenges. They have some useful passions, but it's not going to make them into good commanders. They are super useful up to the battle (good streetwise, good connections, valuable part of the team and all), but not so much in it.
So... what should I do with them to have them be able to reasonably participate in the battle?
So, in a few games (maybe), there will come a time when the characters in my red hand of doom conversion will be ready to face the red hand horde - north of 1500 troops. Now, the original D&D module has the party building points over the course of things, and then they fight a few decisive battles at the group level, defending key resources and whatnot. I'm going to change this for my Mythras conversion, using Ships and Shield Walls, giving them sections of troops to lead into battle. To do such a thing, they get set up as commanders which requires Lore (Strategy and Tactics), Oratory, Influence, Locale, Lore (Region, but they are all from here, so they can use Locale), Passions, Piety (for sacrifices and holy stuff),
Now, the party is, surprisingly perhaps, uniquely suited for this activity.
- everyone is good at locale and a good reputation with some of the people
- A paladin with excellent oratory skills, modest influence skills, and has already inspired a town worth of people to take heart in Ganesha for a better place
- a minotaur fighter/cleric of Murugan (a war god) with excellent influence, lore(S&T), piety, and access to battle level spells ripped from the tome of magic and converted
- a cavalier with excellent influence, courtesy, and bureaucracy (important for enlisting certain allies), and a modest Lore (S&T)
- a wizard with solid influence, Lore (Monsters - a sort of bachelor's study in the ins and outs of monsters), lore (alchemy), commerce, and courtesy
They are both surprisingly tough, and might make good scouts, but that sort of runs into the hacker problem - they are off playing their own game, and not really participating in the climatic battle. They are probably tough enough for some personal challenges. They have some useful passions, but it's not going to make them into good commanders. They are super useful up to the battle (good streetwise, good connections, valuable part of the team and all), but not so much in it.
So... what should I do with them to have them be able to reasonably participate in the battle?