CapnZapp
Legend
I searched for previous discussions, found these:
http://www.enworld.org/forum/showth...in-Inspiring-Leadership-versus-Polearm-Master
http://www.enworld.org/forum/showthread.php?467306-How-to-Break-5E
http://www.enworld.org/forum/showthread.php?366703-Feats-that-are-particularly-great-at-low-levels
None of them focus on my questions though, so here we are.
What, if any, limititations are there on the Inspiring Leader feat:
But time is most often very cheap. If you successfully complete a rest, that means you just had one hour free. It is very likely you will have another half hour (for 3x6=18 allies) or two hours which is 120 minutes (for 12x6=72 allies).
Obviously, this matters little in the archetypal situation, where you only have 3-5 allies including yourself.
But in a module such as OotA, you can easily have dozens of allies. Is it really the rules as intended (RAI) that this feat should be able to provide temporary hp to everybody, with the only downside the extremely minor "you'll have to stay and listen for an extra hour after each rest".
And that you can top up any lost temp hp after each and every rest?
Why then have the limits at all? Setting a limit of 6 allies per 10 minutes seems awfully... pedestrian? When a more straight-forward phrasing would say something like "You can shore up every ally who can see and hear you clearly, and you talk for half an hour" and be done with it.
Having the pep talk take 20 minutes for 7 allies but only 10 minutes for 6 seems strangley obsessed with the minutae 5th edition wasn't supposed to do?
---
All of this assuming, of course, that the feat isn't really hard-limited to 6 allies full stop.
But how do you then justify this reading.
I wish the feat worked like this: You can shore up 6 allies including yourself, once after each rest. The temporary hp disappears after each rest, but you can shore up the same or different allies each time.
Am I missing something?
Why haven't this been discussed previously? I mean, there are a lot of much less unclear rules that have spawned ten pages of thread... but this feat - almost nothing? How can y'all be so clear on how to run it?
I am missing something, aren't I?
http://www.enworld.org/forum/showth...in-Inspiring-Leadership-versus-Polearm-Master
http://www.enworld.org/forum/showthread.php?467306-How-to-Break-5E
http://www.enworld.org/forum/showthread.php?366703-Feats-that-are-particularly-great-at-low-levels
None of them focus on my questions though, so here we are.
What, if any, limititations are there on the Inspiring Leader feat:
Taken at face value, it appears you can shore up six allies per ten minutes of pep-talking. Not six allies fulll stop.INSPIRING LEADER
Prerequisite: Charisma 13 or higher
Vou can spend 10 minutes inspiring your companions,
shoring up their resolve to fight. When you do so, choose
up to six friendly creatures (which can include yourself)
within 30 feet of you who can see or hear you and who
can understand you. Each creature can gain temporary
hit points equal to your levei + your Charisma modifier.
A creature can't gain temporary hit points from this feat
again until it has finished a short or long rest.
But time is most often very cheap. If you successfully complete a rest, that means you just had one hour free. It is very likely you will have another half hour (for 3x6=18 allies) or two hours which is 120 minutes (for 12x6=72 allies).
Obviously, this matters little in the archetypal situation, where you only have 3-5 allies including yourself.
But in a module such as OotA, you can easily have dozens of allies. Is it really the rules as intended (RAI) that this feat should be able to provide temporary hp to everybody, with the only downside the extremely minor "you'll have to stay and listen for an extra hour after each rest".
And that you can top up any lost temp hp after each and every rest?

Why then have the limits at all? Setting a limit of 6 allies per 10 minutes seems awfully... pedestrian? When a more straight-forward phrasing would say something like "You can shore up every ally who can see and hear you clearly, and you talk for half an hour" and be done with it.
Having the pep talk take 20 minutes for 7 allies but only 10 minutes for 6 seems strangley obsessed with the minutae 5th edition wasn't supposed to do?
---
All of this assuming, of course, that the feat isn't really hard-limited to 6 allies full stop.
But how do you then justify this reading.
I wish the feat worked like this: You can shore up 6 allies including yourself, once after each rest. The temporary hp disappears after each rest, but you can shore up the same or different allies each time.
Am I missing something?
Why haven't this been discussed previously? I mean, there are a lot of much less unclear rules that have spawned ten pages of thread... but this feat - almost nothing? How can y'all be so clear on how to run it?
I am missing something, aren't I?