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And Lo, the Fighter Did Get a Shtick of his Own... COMBAT SUPERIORITY!
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<blockquote data-quote="I'm A Banana" data-source="post: 5980046" data-attributes="member: 2067"><p>Subjectivity is a curious thing.</p><p></p><p>"Trade damage for other things" includes counterattacks and acrobatic maneuvers and reactions to your opponent.</p><p></p><p>It's an expansion of Power Attack and Combat Expertise and the like (into the action economy and suchlike). And silo'd a bit differently (rather than coming from a general resource that fighters get more of, it comes specifically from a fighter-specific resource). But it's clearly a close kindred to me. It's not dramatically different in fundamental design from the much-panned <em>Weapons of Legacy</em>: take a penalty in one place to get a bonus ability.</p><p></p><p>It IS markedly different psychologically. You have a physical fob, it feels more like a trade and less like a penalty, it's part of your class rather than part of some item you possess...but in principle, it's the same design idea: if a fighter's "class ability" is damage, they can swap that class ability out for something a little more creative.</p><p></p><p>Others might not see it that way, I guess. And it doesn't really matter. If all it takes to make people worried about the fighter happy is a little menu of trade-offs, that's awesome. It's much easier to do that and to swap that and to modify that while keeping everyone content than it is to redefine a class's resource management scheme and do the same. </p><p></p><p>I'm just happy that this doesn't invalidate the simple character. They didn't have to take away the simple fighter to give people an option for complexity. They just gave it the option to trade its damage bonus for other things, and present it in such a way that people didn't feel like they were taking a penalty. For that little trick of psychology, they deserve a high-five. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5980046, member: 2067"] Subjectivity is a curious thing. "Trade damage for other things" includes counterattacks and acrobatic maneuvers and reactions to your opponent. It's an expansion of Power Attack and Combat Expertise and the like (into the action economy and suchlike). And silo'd a bit differently (rather than coming from a general resource that fighters get more of, it comes specifically from a fighter-specific resource). But it's clearly a close kindred to me. It's not dramatically different in fundamental design from the much-panned [I]Weapons of Legacy[/I]: take a penalty in one place to get a bonus ability. It IS markedly different psychologically. You have a physical fob, it feels more like a trade and less like a penalty, it's part of your class rather than part of some item you possess...but in principle, it's the same design idea: if a fighter's "class ability" is damage, they can swap that class ability out for something a little more creative. Others might not see it that way, I guess. And it doesn't really matter. If all it takes to make people worried about the fighter happy is a little menu of trade-offs, that's awesome. It's much easier to do that and to swap that and to modify that while keeping everyone content than it is to redefine a class's resource management scheme and do the same. I'm just happy that this doesn't invalidate the simple character. They didn't have to take away the simple fighter to give people an option for complexity. They just gave it the option to trade its damage bonus for other things, and present it in such a way that people didn't feel like they were taking a penalty. For that little trick of psychology, they deserve a high-five. ;) [/QUOTE]
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