Difference between revisions of "Leader"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(7 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:Leader.jpg|right|560px]]
+
[[File:Leader.jpg|right|525px|thumb]]
'''Leaders''' are [[Experience Level|levelled]] characters who have reached 1st or 2nd level, most often [[Fighter (class)|fighters]], who have responsibility over a [[Clan (group)|clan]] or a part of a [[Tribe (group)|tribe]]. Among primitive peoples, leaders describe those who through combat and experience have eventually acquired a level; among civilized cultures, leaders are trained. Any 1st level fighter, [[Paladin (class)|paladin]] or [[Ranger (class)|ranger]] with [[Knowledge Points|knowledge]] in [[Fighter_Sage_Abilities#Leadership|leadership]] may apply for a position leading [[Soldier|soldiers]] in times of war or as a titled member of a [[Town Guard|town guard]] or [[Town Watch|watch]].
+
'''Leaders''' are [[Experience Level|levelled]] individuals, typically at 1st or 2nd level, most commonly [[Fighter (class)|fighters]], who hold command over a [[Clan (group)|clan]] or serve as subordinates within a [[Tribe (group)|tribal]] structure. In primitive societies, leaders rise through proven skill in combat and the accumulation of experience over time; within more civilised cultures, leadership is gained through formal training and structured advancement. Any 1st level [[Fighter (class)|fighter]], [[Paladin (class)|paladin]] or [[Ranger (class)|ranger]] who possesses [[Knowledge Points|knowledge]] in [[Fighter_Sage_Abilities#Leadership|leadership]] may be considered for a formal post overseeing [[Soldier|soldiers]] during wartime, or for a standing position within a [[Town Guard|town guard]] or the regular ranks of a [[Town Watch|watch]].
  
 
== Qualities ==
 
== Qualities ==
Except on a clan-level, leaders have little freedom to personally make decisions. In large groups, leaders directly control non-levelled persons or ranks, conveying — without explaining — the objectives of [[Sub-chief|sub-chiefs]] and [[Chieftain|chieftains]] who liaison directly with members of the ruling class or body politic. Though a leader may no better understand the orders being given than an ordinary soldier, good leaders have learned to accept obedience without needing to know or complain — even though the orders being given may involve great personal risk or unpleasantness.
+
Except on a clan-level, leaders possess limited autonomy in making personal decisions. Within larger groups, leaders are tasked with the direct management of non-levelled individuals or established ranks, serving primarily as relays for the directives issued by [[Sub-chief|sub-chiefs]] and [[Chieftain|chieftains]]. These higher-ranking figures engage directly with the ruling class or the governing political structure. A leader may have no greater understanding of the objectives being conveyed than the soldiers under their command, but effective leaders are distinguished by their capacity to carry out instructions without hesitation or complaint, even when those orders entail significant personal risk or hardship.
  
Leaders are therefore often chosen for their social position, personal sense of duty, their functional skills and their charisma. None of these traits are required; but each contributes to the success of a leader within an organisation's hierarchy. Not all levelled persons are able to be leaders; however, though most leaders are of the fighter class, '''any''' [[Character Class|character class]] may potentially yield a leader, so long as they have studied [[Judgment (sage study)|judgment]], [[Morale Strengthening  (sage study)|morale strengthening]] or [[Motivation  (sage study)|motivation]].  A leader should be considered of amateur-status in any one of these three studies.
+
Leaders are frequently chosen based on social standing, a strong sense of personal responsibility, technical competence or natural charisma. None of these traits are strictly required, but each increases a leader's ability to function effectively within a hierarchical organisation. While not all levelled individuals are suited to leadership, any [[Character Class|character class]] has the potential to yield a leader, provided the character has pursued one of the studies within the [[Leadership (sage field)|leadership field]].
  
== Generation ==
+
=== Sage Abilities ===
When generating the [[Ability Stats|ability stats]] for a leader [[Non-player Characters (NPCs)|non-player character]], roll 4d6 (discarding lowest die) '''twice''' and 3d6 '''four''' times.  Arrange the numbers from highest to lowest accordingly: [[Primary Attributes|primary attribute]], [[Strength (ability stat)|strength]], [[Constitution (ability stat)|constitution]], [[Charisma (ability stat)|charisma]], [[Intelligence (ability stat)|intelligence]], [[Dexterity (ability stat)|dexterity]], [[Wisdom (ability stat)|wisdom]].  Once the stats are arranged, add +1 to intelligence and wisdom.  When rolling hit points, "1s" and "2s" should be re-rolled.
+
Depending on the study they understand, leaders will have one of four groups of sage abilities, all of amateur status:
  
The character's '''[[Aging|age]]''' should be generated normally, +2d4 years (1 in 8 leaders will be 2d8+7 years older).  For example, a typical 1st level human fighter is 14+1-4 years old.  This is increased by 2-8 in most cases, and 9-24 years otherwise.
+
*: '''Heroism.''' [[Forfeit Self (sage ability)|forfeit self]], [[Presence (sage ability)|presence]], [[Rash Action (sage ability)|rash action]].
  
These are guidelines and need not be adhered to exactly for game purposes.
+
*: '''Judgment.''' [[Fine Leader (sage ability)|fine leader]], [[Recognise Characteristics I (sage ability)|recognise characteristics I]], [[Recruit (sage ability)|recruit]]
 +
 
 +
*: '''Logistics.''' [[Bargaining (sage ability)|bargaining]], [[Butchering (sage ability)|butchering]], [[Dowse for Water (sage ability)|dowse for water]], [[Foraging (sage ability)|foraging]], [[Herding (sage ability)|herding]], [[Steadfast (sage ability)|steadfast]], [[Teamstering (sage ability)|teamstering]], [[Tinkering (sage ability)|tinkering]]
 +
 
 +
*: '''Motivation.''' [[Improve Morale (sage ability)|improve morale]], [[Inspire Loyalty (sage ability)|inspire loyalty]]
 +
 
 +
== Character Generation ==
 +
When generating the [[Ability Stats|ability stats]] for a leader [[Non-player Characters (NPCs)|non-player character]], roll 4d6 (discarding the lowest die) '''twice''' and roll 3d6 '''four''' times. Once all six rolls are complete, arrange the resulting numbers from highest to lowest in the following order: [[Primary Attributes|primary attribute]], [[Strength (ability stat)|strength]], [[Constitution (ability stat)|constitution]], [[Charisma (ability stat)|charisma]], [[Intelligence (ability stat)|intelligence]], [[Dexterity (ability stat)|dexterity]], [[Wisdom (ability stat)|wisdom]]. After this assignment, apply a +1 bonus to both intelligence and wisdom. When rolling for hit points, any result of "1" or "2" should be re-rolled to reflect the hardened nature expected of such individuals.
 +
 
 +
The character's [[Aging|age]] should be determined normally, with an additional 2d4 years added to the result. In approximately one in eight cases, the character will instead be 2d8+7 years older than the norm. For instance, a typical 1st level human fighter would begin at an age of 14 plus 1–4 years. In most cases, this would be raised by an additional 2–8 years, and in rarer cases, by 9–24 years.
 +
 
 +
These guidelines are intended to support character generation and consistency, but may be adjusted at the DM's discretion as fits the needs of the game.
  
  
 
See [[The Adventure]]
 
See [[The Adventure]]
 +
 +
[[Category: Reviewed]]

Latest revision as of 15:04, 12 April 2025

Leader.jpg

Leaders are levelled individuals, typically at 1st or 2nd level, most commonly fighters, who hold command over a clan or serve as subordinates within a tribal structure. In primitive societies, leaders rise through proven skill in combat and the accumulation of experience over time; within more civilised cultures, leadership is gained through formal training and structured advancement. Any 1st level fighter, paladin or ranger who possesses knowledge in leadership may be considered for a formal post overseeing soldiers during wartime, or for a standing position within a town guard or the regular ranks of a watch.

Qualities

Except on a clan-level, leaders possess limited autonomy in making personal decisions. Within larger groups, leaders are tasked with the direct management of non-levelled individuals or established ranks, serving primarily as relays for the directives issued by sub-chiefs and chieftains. These higher-ranking figures engage directly with the ruling class or the governing political structure. A leader may have no greater understanding of the objectives being conveyed than the soldiers under their command, but effective leaders are distinguished by their capacity to carry out instructions without hesitation or complaint, even when those orders entail significant personal risk or hardship.

Leaders are frequently chosen based on social standing, a strong sense of personal responsibility, technical competence or natural charisma. None of these traits are strictly required, but each increases a leader's ability to function effectively within a hierarchical organisation. While not all levelled individuals are suited to leadership, any character class has the potential to yield a leader, provided the character has pursued one of the studies within the leadership field.

Sage Abilities

Depending on the study they understand, leaders will have one of four groups of sage abilities, all of amateur status:

Character Generation

When generating the ability stats for a leader non-player character, roll 4d6 (discarding the lowest die) twice and roll 3d6 four times. Once all six rolls are complete, arrange the resulting numbers from highest to lowest in the following order: primary attribute, strength, constitution, charisma, intelligence, dexterity, wisdom. After this assignment, apply a +1 bonus to both intelligence and wisdom. When rolling for hit points, any result of "1" or "2" should be re-rolled to reflect the hardened nature expected of such individuals.

The character's age should be determined normally, with an additional 2d4 years added to the result. In approximately one in eight cases, the character will instead be 2d8+7 years older than the norm. For instance, a typical 1st level human fighter would begin at an age of 14 plus 1–4 years. In most cases, this would be raised by an additional 2–8 years, and in rarer cases, by 9–24 years.

These guidelines are intended to support character generation and consistency, but may be adjusted at the DM's discretion as fits the needs of the game.


See The Adventure