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And Lo, the Fighter Did Get a Shtick of his Own... COMBAT SUPERIORITY!
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<blockquote data-quote="jrowland" data-source="post: 5979996" data-attributes="member: 94389"><p>I like the idea from a purely gamist perspective...more options, more goodies, more power = win</p><p></p><p>However, from the simulationist perspective I think it falls short on the *feel* of the fighter. It is an abstract fix to an abstract combat system. </p><p></p><p>This systen means the fighter is better <em>mechanically </em>at doing the same stuff fighters have always been doing, but really possessing a unique <em>schtick</em>.</p><p></p><p>Consider: </p><p></p><p>Wizards get spells. Does this extra dice feel as unique as a spell? I am not saying we need fighter "spells", but rather a unique set of task-resolution devices that feel different from spells or skills. </p><p></p><p>Maneuvers make more sense, thematically. I can understand why the felt it wasn't unique: They made the maneuvers too generic and abstract to fit the abstract combat system.</p><p></p><p>Spells exist in large measure outside the abstract combat system (or at least tangent). A fireball is a concept we all understand in its spcific nature: a big ball of fire makes ouchy. But a sword attack is still an abstraction. Fighters need <em>specific</em> sword attacks: Thrust, Slice, Feint, Parry, Riposte, Overhead swing, etc. <em>This</em> is how you make fighters unique. Sure, my cleric can "make an attack roll with a sword" but only the fighter can do a Feint, sidestep, then thrust. Fighters should have auto-access to a whole host of these (a set for each of the main types: archer, sword n board, 2-hander, etc) and others could have a very limited access via themes/feats (just as fighters can get a spell or two from themes/feats)</p><p></p><p>my 2 cp</p></blockquote><p></p>
[QUOTE="jrowland, post: 5979996, member: 94389"] I like the idea from a purely gamist perspective...more options, more goodies, more power = win However, from the simulationist perspective I think it falls short on the *feel* of the fighter. It is an abstract fix to an abstract combat system. This systen means the fighter is better [I]mechanically [/I]at doing the same stuff fighters have always been doing, but really possessing a unique [I]schtick[/I]. Consider: Wizards get spells. Does this extra dice feel as unique as a spell? I am not saying we need fighter "spells", but rather a unique set of task-resolution devices that feel different from spells or skills. Maneuvers make more sense, thematically. I can understand why the felt it wasn't unique: They made the maneuvers too generic and abstract to fit the abstract combat system. Spells exist in large measure outside the abstract combat system (or at least tangent). A fireball is a concept we all understand in its spcific nature: a big ball of fire makes ouchy. But a sword attack is still an abstraction. Fighters need [I]specific[/I] sword attacks: Thrust, Slice, Feint, Parry, Riposte, Overhead swing, etc. [I]This[/I] is how you make fighters unique. Sure, my cleric can "make an attack roll with a sword" but only the fighter can do a Feint, sidestep, then thrust. Fighters should have auto-access to a whole host of these (a set for each of the main types: archer, sword n board, 2-hander, etc) and others could have a very limited access via themes/feats (just as fighters can get a spell or two from themes/feats) my 2 cp [/QUOTE]
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And Lo, the Fighter Did Get a Shtick of his Own... COMBAT SUPERIORITY!
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