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My tweak to make (Champion) Fighters decent
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<blockquote data-quote="Flamestrike" data-source="post: 7121438" data-attributes="member: 6788736"><p>I agree wholeheartedly. One of the first questions I ask a new DM is a discussion on his/her views on long/short rests in the campaign.</p><p></p><p>Answers of <em>'I intend to use the gritty realism variant' </em>or '<em>the campaign will generally be conforming to the DMG standard of 6-8 encounters on your average adventuring day, and you can generally expect around 2 encounters between short rests'</em> etc let me know the rest/resource meta for the campaign (and reassure me that the DM in question knows his or her stuff). As would a DM who replied with '<em>This campaign will not feature any resource management by the DM, and the 5 minute adventuring day is the default</em>'</p><p></p><p>If the DM is permissive of the 5 minute adventuring day, then full casters and paladins are the go-to (and you would avoid playing a warlock or a fighter). If he was more inclined towards longer adventuring days featuring plentiful opportunities for short rests, then fighters, warlocks and monks become a better choice.</p><p></p><p>I highly doubt I would want to play in a campaign that allowed for the 5 minute adventuring day personally. I find campaigns that feature [nova] then [retreat and rest overnight] then [nova] then [retreat and rest] over and over again to be boring, lacking any verisimilitude and devoid of any narrative value.</p><p></p><p>There are no decision points to ability use. You just mash all your 'super power' buttons on round one raging, blatting off 9th level spells, spamming divine smite after smite, action surging on round one etc. Its boring, repetitve and rote and lacking any risk/reward assesment by the player when it comes to using abilities. </p><p></p><p>There are also no penalties for failure, or deadlines driving the protagonists and story forward.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7121438, member: 6788736"] I agree wholeheartedly. One of the first questions I ask a new DM is a discussion on his/her views on long/short rests in the campaign. Answers of [I]'I intend to use the gritty realism variant' [/I]or '[I]the campaign will generally be conforming to the DMG standard of 6-8 encounters on your average adventuring day, and you can generally expect around 2 encounters between short rests'[/I] etc let me know the rest/resource meta for the campaign (and reassure me that the DM in question knows his or her stuff). As would a DM who replied with '[I]This campaign will not feature any resource management by the DM, and the 5 minute adventuring day is the default[/I]' If the DM is permissive of the 5 minute adventuring day, then full casters and paladins are the go-to (and you would avoid playing a warlock or a fighter). If he was more inclined towards longer adventuring days featuring plentiful opportunities for short rests, then fighters, warlocks and monks become a better choice. I highly doubt I would want to play in a campaign that allowed for the 5 minute adventuring day personally. I find campaigns that feature [nova] then [retreat and rest overnight] then [nova] then [retreat and rest] over and over again to be boring, lacking any verisimilitude and devoid of any narrative value. There are no decision points to ability use. You just mash all your 'super power' buttons on round one raging, blatting off 9th level spells, spamming divine smite after smite, action surging on round one etc. Its boring, repetitve and rote and lacking any risk/reward assesment by the player when it comes to using abilities. There are also no penalties for failure, or deadlines driving the protagonists and story forward. [/QUOTE]
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