What Makes A General?


3.5/d20/OGL


So I want to make up an NPC for my group to interact with in a (hopefully) non-adversarial way, and I want him to represent a fairly high-placed, successful general. Someone who is a wiley, grizzled veteran, politically savvy, knows strategy and tactics, and is respected and feared by peers and adversaries alike. Aiming for a total character level 8-10. I really feel he needs to be predominantly a fighter, but needs more knowledge skill ranks.

I'm thinking of going with fighter/expert or fighter/aristocrat to buff up on skill points with emphasis on Knowledge (history), Knowledge (nobility and royalty), and Knowledge (geography). Any opinions on proper mix of classes/skills for a good General?


Have you looked at the Knight class? It really fits the "knight in shining armor" role, which may help add to your general's feel. They also have Knowledge: (Royalty and Nobility) as a class skill.

Beyond that, there's the Marshal class from the Miniatures Handbook. I don't know much about the class, but they are meant to be leaders and their abilities enhance their allies during combat.

I'd give him Leadership without a doubt. Despite him being a general and already having command of gobs of troops, this would allow him a powerful cohort that could act as his aid/advisor as well as troops that serve him specifically, not his lord/king/what-have-you. Maybe they are his "Elite" soldiers?

-Kurocyn


I briefly thought about the knight, especially cause he might also be the leader of an order of warriors, but decided the character is just not knightly. In my head, he is modeled after a down to earth, gruff general from Robert Jordan's Wheel of Time: Andoran general fired by the Queen, joins up with the rebel Aes Sedai to lead/build their army (can't remember his name). I can't remember much about the marshal, been a long time since I read the Miniatures Handbook. Your absolutely right about the Leadership feat, can't believe I hadn't thought about that yet.

Liberty's Edge

I would say play him as a character that's smarter than the players and is always prepared.

What I mean by this is whenever the players have to deal with him, consider him to be one or two steps ahead of them already. He's been around for a while, he's probably seen a few like them before and has some idea as to what they're up to.

Any time the players interact with him, have him already know some of what they're going to do/say.

If an enemy, have him know their most likely methods of attack and planned ahead accordingly. You can say he knew how they were going to attack him by having him inform them "Were I to attack one such as myself, this is one of the methods I may have used."

If an ally/neutral party, have him already know some of what they tell him, enough to surprise the party, but not enough that he doesn't require their assitance. When the party starts to request supplies from him, have him figure out some of the more esoteric supplies as he thinks along the same lines as the party. This can also be use to hint at a possibility that he was once an adventurer himself.


What about fighter/bard? Bard would add all the k() skills and such you want. Just do a little hand waving and make his perform skill be 'give orders' and there you go.

In regards to the leadership feat, why give it to an NPC? If you want him to have some elite followers, then give him some. (I suggest an ultra-competent non-com or servant/rogue.) But using a feat to do it isn't necessary. Give him skill focus[profession(soldier)], instead.


Daeglin wrote:
to represent a fairly high-placed, successful general ... who is a wiley, grizzled veteran, politically savvy, knows strategy and tactics, and is respected and feared by peers and adversaries alike. Aiming for a total character level 8-10. I really feel he needs to be predominantly a fighter, but needs more knowledge skill ranks.

You need to build his backstory, and then work the levels from there. Something like ...

Aristocrat 1 & 2 - Young, well-born nobleman enters military as a junior officer, with a bright career ahead of him.

Ari2 / Expert 1 - Young nobleman is groomed by "the establishment" for his glorious career in the various skills of military command and control that lie beyond the normal experience of Aristocrats.

Ari2 / Expert 2 / Fighter 1-3 - Commanding a company of soldiers headed to a diplomatic mission, frontier fort or maybe engaged in a "pleasant little war" the experienced field officer finds himself and his company cut off from the main army, and indeed their nation. Total War breaks out that envelops the nation and the once "gentlemanly" aristocrat is forced to learn from his career sergeants to fight hard, from his scouts and rangers to surviving in the wild, and otherwise diverge from the normal "sporting" fighting styles he learned in his youth from his father's fencing instructor. The years of war grind on for nearly a decade as the company is presumed lost in the hinterlands. Then, after being missing for years the veteran survivors finally reappear from behind enemy lines, attacking the rear of a massive opposing force besieging the capital city of the kingdom, throwing the invaders into disarray and reversing the course of what had long been a losing war. Of the original company some 25-35% remain alive, swearing their lives to the determination and unwavering command of their Captain.

Ari2 / Expert 3-4 / Fighter 4 - The "Saviour of the Kingdom" is proclaimed a General and helps lead the nation to victory. Though the aristocracy seeks to embrace him back within their ranks, his hard experiences during the decade(s) of war have made him feel more at home among the common classes, veteran soldiers and career sergeants to whose combat training in the hard years he owes his survival. He continues to be a hands-on leader in several more engagements/campaigns against monsters and barbarians, but as a General is less involved in front-line combat. His tendency to pal around with NCOs means he still picks up useful combat tricks, but his position of supreme command over an entire legion also requires him to focus more on military theory and academic knowledge.

I always build NPCs from the ground up, rather than in reverse. I find it more fun that way.

The Character Profile above I now realize gives you someone close to General Maximus from Gladiator. Still, that seems to be what you are going for.

My main suggestion is to figure out the NPC's backstory, then simply build him Level-by-Level as you would an advancing PC through the various periods of his life. Basically, work forward from a blank slate and you'll end up with the "right" set of levels and abilities, rather than working backwards from a pre-determined Class combination and shoehorning it to fit.

HTH,

Rez


Thanks for the interesting ideas. My expectations were that the players would interact with him in a social (court) setting and, as usual, it would be up to the players whether he is ultimately an ally or adversary. But in either case, it shouldn't be combat situations. Hence my desire to develop his skills. Besides which, its always seemed to me that a competent general should have reasonable knowledge stats to justify his position.

niel wrote:
What about fighter/bard? Bard would add all the k() skills and such you want. Just do a little hand waving and make his perform skill be 'give orders' and there you go.

To be honest when I read this, I thought "A bard!?! A prancing, mandolin-strumming bard?" But once I broke the stereotype reflex, I could see how you could make a pretty effective character and it almost creates its own backstory - a military college that in addition to physical combat, teaches appropriate knowledge skills, inspirational speeches and methods of command giving ranks in Perform (oratory). I've never played a 3e bard myself (and decades since the original) but I may actually keep this idea for myself the next time I'm a player.

Rezdave wrote:
...I always build NPCs from the ground up, rather than in reverse. I find it more fun that way...

I like this. Different from the way I tend to do it. I parcel out skills and feats mainly in an appropriate way but also a few partly random choices, step back to look at the group as a whole and see if it inspires ideas for a backstory. Obviously a backstory isn't needed in every case but when it is, this is what I do. But I think your method appears interesting and I'll give it a try. And if you don't mind, I'll steal your ideas for my General in particular :)


i like the idea of the general always knowing what was going on before the characters said anything. its very true to life. i have had the misfortune of briefing several generals during military exercises, and they always seemed to know more about what i was briefing then i did. i even had to brief the corps commander once on the status of the entire theater's air defense artillery mission (i was a lowly staff sergeant, and not a air defense staff sergeant at that. i was a paralegal working in the personnel shop) luckily he gave me a break, but he would tear into majors and lt cols trying to pull the wool over his eyes.

but yeah, through magic, spys, or just plain intuition, he should always know more about what the pcs are going to say before they even speak, and if they lie to him, he will know. make it like a dc 50 bluff check.


Daeglin wrote:
Rezdave wrote:
...I always build NPCs from the ground up, rather than in reverse. I find it more fun that way...
I think your method appears interesting and I'll give it a try. And if you don't mind, I'll steal your ideas for my General in particular :)

I've actually found a few times where new Players joined our group mid- or late-campaign and built above-1st PCs that worked fine mechanically when built statically at their target level, but when built from the ground up as level-by-level PCs could not be legally created. Also, any character that improved their Intelligence enough to change Skill Points or has a lot of Feat Pre-req.s needs to be built level-by level.

About the concept, please feel free to use it. I felt that it fit in with what you were seeking and so I wrote it for the purposes of either inspiration or theft :-)

I find that Backstory needs to define the character and stats, and more than once have gone back to NPCs and ret-conned their stats to reflect their in-game evolved or revealed backstory rather than trying shoehorn a backstory to fit pre-determined stats.

If you lift my pitch directly, so be it. Otherwise, please update us on how you decide to develop / stat-up this NPC. Actually, I'm probably curious either way about who you spend Feats and Skills ... level-by-level and class-by-class, of course.

BTW, you might notice that my "pitch" follows a basic narrative model of:

Introduction
Act I
Act II
Act III

This is no accident, and again I find to be a valuable way to develop any PC, whether it's a 3rd level character or an 18th level one. You can even subdivide "Acts" into scenes and so forth, making an 18th level PC's career consist of 3 Acts of 2-3 Scenes each that consist of blocks of 1-3 levels.

HTH,

Rez


donnald johnson wrote:
I have had the misfortune of briefing several generals during military exercises, and they always seemed to know more about what i was briefing then i did

Keep in mind that this is in a modern, performance/ability-based system of promotion and advancement.

Historically, prior to the 20th Century most military forces offered commissions for sale, so you could literally buy your way to a generalship of be granted such a commission is you came from a noble family, regardless of talent.

The American Civil War is rife with tales of talentless and clueless officers (including most of the Northern General Staff during the first 2/3rds of the War) who did little more than get many good men killed.

The entire sad tale of the Charge of the Light Brigade lies squarely on the shoulders of this sort of inept but well-born officer. Much of the success of Sparticus lies in the fact that the armies marching against him were led by "good Roman nobles" rather than capable generals.

Obviously you are looking for a different sort of general with this NPC, but bear this fact in mind when making your other NPCs.

In my own world the local Army is a mix of both paradigms, so birth and family tend to define an NPC's entry-point and career-ceiling as a soldier, NCO or Officer, but their actual performance and achievements determine their promotion within that range.

FWIW,

Rez


I think you've already got some really good ideas--RezDave uses much the same technique as I do for this kind of thing. I'd suggest a few things I have done for a similar character.

1. loyal npcs. If this general is truly charismatic then they probably have a core group of followers who have talents and skills and are trusted to one degree or another. Examples:

- The adjutant/right hand man: This is the senior person of the general's personal entourage; they are on a first name basis in private though they observe etiquette in front of others. The right hand man often is the guy who can cut through red tape, get things done, and can be delegated important tasks. In my campaign this role is played by a consumate organizer and excellent staff person; however it could as easily be a Mark Antony type who is a tough nut.

- The personal attendant: this probably has a serious backstory behind it. The attendant might be an old noncommissioned officer of some kind from way back when, a slave freed for loyal and good service, a loyal old family retainer. This person may take certain liberties and have familiarity with the general; they are never far away.

- The clever advisor: this might be a spellcaster or psionic of some kind. The advisor tends to be well trusted and may in fact have a great admiration for the general for their ability to act and accomplish things. The advisor may be a little eccentric and known for being very perceptive.

- The leader of the personal bodyguard: This is a tough warrior who is very alert and capable; perhaps the general saved their life and they are eternally and almost fanatically loyal as a result.

- The loyal aide: this is a younger officer. Perhaps the son of an old comrade or simply an admirer; he might be a little naive but still intelligent and resourceful. He looks up to the general and almost hero-worships him.

2. Then there are the general's veterans, who should admire the general in order to build up this reputation. In my campaign I spent several sessions before actually introducing the general building her up by word of mouth. Make the players curious about who the person is, what they're actually like. Tell a few stories--both grim and good. One of my favourite stories about General Robert E. Lee is this: apparently a young soldier was brought up on charges before him and was trembling with fear, and the General said, "You have nothing to fear, young man, you'll get justice here." And the young man said, "Yes, General, that's what I'm afraid of!"

3. Special stuff. A general might have some cool items or creatures. Doesn't have to be too flashy since what you really want is for the general's cleverness and personal power to be effective, but something like say a mount that is distinctive or a magical item of some kind. (in mine it is a pure black hippogriff mount and distinctive and beautiful plate mail armour)

4. Enemies: the general's enemies should be significant and should be people the pcs love to hate. In my game these range from political rivals to goblinoids who long for revenge against the general for a war and burn her in effigy on occasion.

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