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View Full Version : Context and Charisma make the difference


RPGnet Columns
10-17-2001, 07:20 AM
Post originally by me at 2001-10-17 06:20:47
Converted from Phorums BB System

Context (i.e., campaign background) and charisma make the difference, so that pretty much any class can lead.

Look at the campaign world. If members of a certain class are likely to rule nations, then they will likely gravitate to authority positions within a party.

In a feudal system (european or Japanese), it was the noble warrior who led. They had the monopoly on weapons, so they got to rule. There's no shortage of real-world and fantasy leaders to choose from, whether it's Henry V or Aragorn. All fighter-types.

In a world where education was limited, the educated had considerable influence. Consider the influence of the Catholic Church. In a fantasy world, magic knowledge might determine leadership. The old Glantri gazetteer had a nation ruled by wizards (and vampires, and werewolves and liches and dragons...)

Related to the above, a world with lost technology might concentrate power in the hands of the remaining technoologists. ("Gnomish Technosavants of Lebowitz unite!").

In a religious world, church leaders control theocracies. Clerics lead.

In a world of shadowy intrigue and city politics, the back-stabbers, whisperers and poisoners control the scene, albeit perhaps from the shadows.

So depending on the campaign, most classes have a good shot at ruling. The two exceptions, I think, would be the monk and the druid. Neither class seems social enough to produce natural leaders, though exceptions could always occur.

Game mechanics
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A leader needs a good combination of charmisma, intellgience and wisdom. Clerics, paladins, wizards, bards and sorcerers are likely to spend points on these things. Good social skils are also a plus. It helpds to have diplomacy and sense motive as class skills. From a skill's perspective, clerics, paladins and bards seem best suited. (Although the rogue class gets so many skill points, it's also a strong choice).

Bards and paladins both get "leader" type abilities, to protect the group against fear, or inspire competence. From a role-playing perspective, these would both help, although some parties might object to the paladin's strict code, and lots of parties simply find bards annoying.

RPGnet Columns
12-13-2001, 09:59 PM
Post originally by blackguard at 2001-12-13 20:59:32
Converted from Phorums BB System

I think that monks and druids can be leaders, at least in the historical sense, but you have to toss out the typical 'up-front' picture of the leader. Druidic cults have put a charismatic but controllable leader on the throne (Arthur) in at least some historical fiction. Monks could lead the same way - through an intermediary.