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From specialization to diversification: Choice & playing a fighter

kevtar

First Post
Disclaimer: This post includes a discussion about “Armor Class adjustments” and “Weapon speed factors” from previous editions of D&D, but this is not an argument for their inclusion in the next iteration of the game. Rather, it is a discussion of what I believe was a design shift from a choice of weapon diversification to weapon specialization, and what a "diversity of choices" for a fighter might add to the next iteration of D&D.

There has been a lot of discussion about the “Fighter” recently, and I’ve been thinking about the idea of weapon choice and what that means for the fighter. My primary question is this:

Should weapon choice be a significant factor in the “complexity” of the fighter?

My basic assumption for the next iteration of D&D is that the core rules should be streamlined, elegant and playable as written with the flexibility that, if people want to modularize their gaming experience, they can do so without causing the game to “break down.” So, assuming that the base for the fighter class is created in a simple yet elegant way, how can “Weapon choice” add to the complexity of the class for those who want that type of play?

In 1st edition, there were weapon speed factors (used to break initiative ties and determine if an attack “beat” a spell caster before a spell was cast) and Armor Class adjustments (rules for determining the effectiveness of a particular weapon versus a particular armor type). Although I felt neither of these concepts in the game were necessary for game balance or ease of play (in fact, often they made combat more complex than necessary), there was an aspect about these concepts that made weapon choice important, and by extension, it made being a fighter important since the fighter had access to a diversity of weapons, with each of those weapons having a particular benefit in use over the others in certain situations). My 1st edition fighter Dimitri had choices to make when charging into a group of thieves in leather armor, only to turn around and be faced with a black knight in plate mail. Would he continue fighting with a weapon that was effective against leather but less effective against plate, or would he change weapons, tactics, etc..?

For me, later editions seemed to move away from speed factors and AC adjustment in favor of things like proficiencies, feats, and powers – and by doing this it seemed the rationale behind weapon choice was not what weapon from a number of weapons is best in this particular situation, but rather, which weapon shall I specialize in for all (or at least most) situations.

For example, in 4e, while certain weapon groups had different effects (axes provided different benefits to fighters than two-handed swords, etc… depending on your build), power and feat choices had the propensity to encourage players to specialize in a particular weapon – to “double down” on axes through a series of feats that add more and more benefits to that particular weapon group. 3.0 and 3.5 worked in a similar fashion offering feats that gave the fighter additional bonuses to hit and damage with specific weapons. In each example there are exceptions, for example, a fighter can take specialization or expertise style feats for multiple groups, but then what happens is the same kind of bonus is applied over different weapon groups, which suggests that there are choices to be made, but what that really boiled down to was using precious resources (like feats in 3.5) in spreading out similar bonuses to multiple weapons (i.e. a static bonus to attack or damage).

Specializing in one weapon, or even one group of weapons, is a way to add complexity and level of fun for fighters, but I’m wondering what a concept that provides fighters with dynamic choices for what weapon to use in multiple situations might look like, and if that style of play would be interesting to players. By dynamic I mean that the choices the players make are not simply “do I get a +1 to hit against this creature with a sword, or a +2 damage against this creature with a bow,” but a variety of options. Maybe something like, “do I choose between an additional +4 to with my sword, or a chance to slow down the opponent with an arrow? Maybe, I should try for ongoing 5 with my axe…”

If this sounds intriguing, then how would it work? Would bonuses like this be included in the fighter’s class features, would they be feat options, would they be dependent on the use of the weapon against a particular foe? What do you think? How can the game accommodate a diversity of weapon choices for fighters in interesting, meaningful, and FUN ways?
 
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Mokona

First Post
In the OP you don't discuss 2e much but I think it is critical to understanding the weapon specialization proficiency or tendency.

It was insanely awesome to use your weapon proficiency slots to go from this table...

Table 15: WARRIOR MELEE ATTACKS PER ROUND (page 26, AD&D 2nd Edition)

Warrior Level - Attacks/Round
1 to 6 - 1/round
7 to 12 - 3/2 rounds
13 & up - 2/round

to this table...

Table 35: SPECIALIST ATTACKS PER ROUND

Fighter Level - Melee Weapon
1 to 6 - 3/2 rounds
7 to 12 - 2/round
13 & up - 5/2 rounds

Or at least everyone I played with took advantage of it. Perhaps it wasn't as good as people thought. In 3e they tried to capture the awesome and D&D-historical reference of fighters & specialization without making it "broken". Ever since then people think fighter (only) = weapon specialization. :)
 

Connorsrpg

Adventurer
Not sure this helps fighters as such, but I would like to see a lot of the extras/unique weapon qualities apply to criticals. So a crit with a shortsword is different to a great axe. I also think a lot of the extras added to the 4E powers could work here.

Fighters? Maybe they do crits a little easier with weapon attacks and thus get more of these extras added. (Rather than choosing from a bunch of powers that always 'do this'..or in addition to).

But I do agree, weapon choice should be important again, and more so for Fighters.
 

TwinBahamut

First Post
Weapon choice should certainly be an important part of the Fighter. That said, I don't think it should be the sole domain of the Fighter. Any system that is designed to make weapon choice important should be available to any character who uses weapons, whether that is a Fighter, a Paladin, a Ranger, or whatever. Nonetheless, these different classes should be able to interact and take advantage of that weapon-uniqueness system in their own ways.

Generally, I favor the idea that the uniqueness of a weapon should be inherent to the weapon itself, rather than to the abilities gained by specializing in that weapon. This is the only way for one of the Fighter's rather distinct trait as a "skilled wielder of any weapon" to actually be useful. If you need to invest heavily in a weapon to unlock its abilities, then it is impossible for a true master of versatility to exist. However, I also think there should be room for characters to specialize and enhance the base characteristics of their weapons. So, you need both weapons that are inherently unique, and the ability to further specialize to further bring out that uniqueness.

My preference would be a return to something that I believe was introduced back in the BECMI books: tiered weapon skill levels. I'll admit I don't know how those rules worked, never having seen them myself, but I really like the idea of them, and I would much rather see those than the Simple/Martial?Exotic weapon system of 3E and 4E. With such a system, any given weapon can have a number of special abilities, properties, or powers that are available based on how much skill the user has. For example, a saber/katana type sword could give even a basic-level wielder of the weapon a bonus to cavalry combat, but a master-level wielder would be able to perform an iaijutsu unsheathing strike with the blade. Fighters would start with a advanced level of skill with any weapon, whereas a Wizard may lack any such skill whatsoever, a Cleric may only have advanced skill in two weapons, and a true Weaponmaster would have supreme skill in a single weapon type.

This is probably an amount of complexity beyond what you would expect in the simplest form of the game, but it seems like the best way to really make weapon choice meaningful in a modular manner without resorting to overly complex weapon effectiveness charts.
 

Starfox

Hero
Going to fiction, we find that most fictional warrior stick to one weapon they use in almost all situations. Being a generalist and using varied weapons is something notable. Historically, troops tended to stick to one set of weapons (the ones that fit their combat role), but "warriors" such as knights often had a wide variety - lance for the charge, sword for general combat, axe/mace/pick for armored opponents and so on.

I like both options and would like both to be viable. If weapons differ significantly, there is a reason to carry several different kinds against different targets. This is of course balanced by any bonuses offered by specialization. I feel DnD errs in favor or specialization, more so with each edition (just as the OP says).
 

Minigiant

Legend
Supporter
I kinda hope that the fighter allows for specialist and generalist. I'd be okay with something like +4 to a specific type of weapon +3 to all melee or ranged weapons or +2 to all weapons as being a fighter class feature. What the numbers correspond to doesn't matter but you get the idea.
 

Riley

Legend
Supporter
I agree - I want to play a generalist fighter, with a variety of choices available to me. The lack of round-to-round choices may well explain why I've never enjoyed playing a 2e, 3e, or 4e fighter, while I used to enjoy playing 1e fighters quite a bit.

Back in 1e, I had a bastard sword that I would definitely want to use 2-h vs. large opponents for the 2d8 damage, but 1-h with a shield against smaller/low-hp opponents. With the initiative system we adopted from Dragon Magazine, there were real speed advantages to fighting with/throwing a dagger, and real advantages to using a polearm for the opening round ('closing' initiative was modified by weapon length, and a high enough initiative roll resulted in an extra attack).

I don't want any of those specific rules back as written, but I would really like to see a variety of advantages and disadvantages to weapon choice.
 

Leatherhead

Possibly a Idiot.
I would honestly rather have them do away with specializations. Or at least tone them down significantly by getting rid of the feats. A class feature for Fighters (and not the other warrior types, they get other cool stuff like smiting or rage) that makes them get more use out of a weapon type is a good middle ground.

That way, if you are forced into a situation where you aren't going to be able to use your favorite weapon, you aren't massively penalized. Having to use a secondary weapon already hurts big time due to the fact it isn't going to be as powerful as your +X weapon of fiery death. Negating all of the precious feats is just rubbing salt into the wound.

As a side bonus, you aren't locked into a bad situation where the specialist is hugely outclassing the generalist in situations where they can bring all of their focus to bear.
 

Hassassin

First Post
I agree - I want to play a generalist fighter, with a variety of choices available to me. The lack of round-to-round choices may well explain why I've never enjoyed playing a 2e, 3e, or 4e fighter, while I used to enjoy playing 1e fighters quite a bit.

+1, except you do find the round to round choices in at least 3e, buried under all kinds of (IMO boring) stuff.

My fighters usually switch between the following both in and out of combat: 1-, 2-handed and ranged/thrown weapons; no, heavy and tower shield; tripping, high threat range and reach weapons. Outside weapon choices, there are of course various feats that give you round to round decisions, like power attack, combat expertise, etc. as well as actions like fighting defensively or charging.
 

I would honestly rather have them do away with specializations. Or at least tone them down significantly by getting rid of the feats. A class feature for Fighters (and not the other warrior types, they get other cool stuff like smiting or rage) that makes them get more use out of a weapon type is a good middle ground.

That way, if you are forced into a situation where you aren't going to be able to use your favorite weapon, you aren't massively penalized. Having to use a secondary weapon already hurts big time due to the fact it isn't going to be as powerful as your +X weapon of fiery death. Negating all of the precious feats is just rubbing salt into the wound.

As a side bonus, you aren't locked into a bad situation where the specialist is hugely outclassing the generalist in situations where they can bring all of their focus to bear.

Yup. I too would like to see weapon specialization come to an end. Instead I think presenting fighters with a variety of maneuvers to choose from would be good. These manevers could be used with a variety of weapons.

It would be good to see the fighter as a master of arms again, proficient with all weapons and able to use whatever best fits the situation. It would also be cool from a magical weapon standpoint. A fighter could use a magic spear or battle axe to decent effect without trading effectiveness because weapon spec and tons of feats were invested in sword use. DMs could avoid the whole " hey just your luck, the bugbear chief happens to have a +2 double hunga-munga, your specialty weapon":p
 

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