Brotton Goodfellow
Explorer
I can't wrap my mind around how this is an issue. I get the idea of having too many abilities to keep track of becoming annoying, but not wanting ANY (especially as a fighter) is kinda crazy.
I can't wrap my mind around how this is an issue. I get the idea of having too many abilities to keep track of becoming annoying, but not wanting ANY (especially as a fighter) is kinda crazy.
I am playing 5e, a fighter, and I have just reached third level. At second level I got a second win and some sort of extra action power surge thing, now at third level I get to choose a martial archetype that gives me more extra actions and whatnot. The problem is I don't want the extra actions. I don't want to look at my sheet seeing what I can do, I'd rather just play my character even if he is not as powerful as the rules allow him to be. It's distracting to constantly have to check my sheet and see what I can do. I just want to be the guy.
Has anyone here ever abandoned a character power because it was intrusive and interfering with your game experience? My rules oriented friend I have a feeling won't let this sit for long, and start reminding me what I can do as an extra action every turn. I am the opposite of a min maxer I guess.
It sounds like you're making this way harder for yourself than it actually is, because you're nervous that there MIGHT be some sort of extra math involved.What I am playing is a 5e version of 2e Al Qadim. In an effort to jury rig the Corsair, I took a regular fighter with the mariner fighting skill which I think was from UA sea advantures I found online (get 2 attacks per turn, must use a cutlass, cannot wear any armor heavier than leather, no shield). So thats pretty basic. Then came the extra attack action at 2nd lvl, but now at third I have to choose my martial archetype. They suggested I could re skin the Samurai archetype, but all of a sudden I have three more extra attacks per rest on top of the action surge which is on top of the mariner fighting style, and these are not the same attacks as the other attacks, or maybe I use different modifiers for those attacks...and as a 1e child I really am trying to avoid the 5e quagmire of playing Swords and Spreadsheets. I just want to be my Errol Flynn guy, role play charming and dashing, and dress like Prince Ali--fabulous he--while in town. It's proving a little difficult with the extra actions, special actions and extra special actions. I am trying to trim the statistical fat here, and roleplay my 17 charisma in peace. Anyway, to whoever asked, that's why I don't want the powers: they make me look at my sheet and do calculating and that's no fun.
I have lots of players that do that. In particular I’ve seen a lot of rogues that don’t use Sneak Attack or Cunning Action.
We’ve tweaked the rules a lot impart to address this. First, as a DM I’m always happy to consider other abilities, skills, feats, or class abilities from another class if it makes sense for that character.
We aren’t concerned about our niche or role based on abilities or class, but in developing interesting characters. We also don’t have any min/maxers, and about half the players don’t even know the mechanical aspects of the abilities they have.
My approach as DM reduces focus on the mechanical aspects as well. I use passive skill checks extensively, which takes into account character skills, and apply modifiers (usually including advantage/disadvantage) based on the PC’s decisions and actions, along with the circumstances. Combined with degrees of success and failure, a +1 or +2 helps, but it’s not essential since your actions will usually have a greater impact.
We’ve gone much further by narrowing down our class design to a class defining ability at 1st level, and a subclass defining at 2nd level, and the rest are chosen from a single list of feats and abilities when you reach a certain level. Some abilities have a class or subclass as a prerequisite, but many of them are open for players to design the character they want.
It’s sort of what we would consider the difference between playing the character instead of playing the rules. Regardless of how far you and your group is willing to go, the general approach is to not let the rules make decisions for us. If a rule doesn’t make sense in a certain circumstance or for a certain character, then we fix the rule rather than force the character to fit the rule.