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Building a better Fighter
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<blockquote data-quote="Quickleaf" data-source="post: 7151052" data-attributes="member: 20323"><p>Well, I see both sides.</p><p></p><p>As a fighter lover since I was 8 years old <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I remember a lot of back-and-forth dialogue between myself and the GM when I wanted to try stuff out...especially during combat. And I carried that style over into how I DMed for my friends with AD&D2e. It may have been that era of gaming and my age, but I felt there was something about that experience that was...hmm...somehow best encapsulated by the fighter class (and also, in a different way, the rogue class). So from that perspective, a reaction-based fighter makes sense.</p><p></p><p>OTOH, I know the fighter class is really popular and is an entry point for many new gamers. Maybe less so than back in the day, but definitely that trend of "start by playing a fighter" is alive. Because they're simple. There's a reason that DMs like to have a champion fighter pregen for one-shots or drop-in games; it's easy for a new player to pick up. A reaction based fighter would definitely up the complexity...and I'm not sure that's desirable for new players.</p><p></p><p>It's an interesting idea though, definitely merits exploration.</p><p></p><p>I love exploring more interesting, visceral, and well-rounded fighter class design. However, I'm the wrong person to delve into fighter "class vs. class comparative power balance" with, however. I haven't yet noticed the "white room" claims of fighter being underpowered play out in my games, so I take that argument with a hearty grain of salt.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7151052, member: 20323"] Well, I see both sides. As a fighter lover since I was 8 years old :) I remember a lot of back-and-forth dialogue between myself and the GM when I wanted to try stuff out...especially during combat. And I carried that style over into how I DMed for my friends with AD&D2e. It may have been that era of gaming and my age, but I felt there was something about that experience that was...hmm...somehow best encapsulated by the fighter class (and also, in a different way, the rogue class). So from that perspective, a reaction-based fighter makes sense. OTOH, I know the fighter class is really popular and is an entry point for many new gamers. Maybe less so than back in the day, but definitely that trend of "start by playing a fighter" is alive. Because they're simple. There's a reason that DMs like to have a champion fighter pregen for one-shots or drop-in games; it's easy for a new player to pick up. A reaction based fighter would definitely up the complexity...and I'm not sure that's desirable for new players. It's an interesting idea though, definitely merits exploration. I love exploring more interesting, visceral, and well-rounded fighter class design. However, I'm the wrong person to delve into fighter "class vs. class comparative power balance" with, however. I haven't yet noticed the "white room" claims of fighter being underpowered play out in my games, so I take that argument with a hearty grain of salt. [/QUOTE]
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