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yes, this again: Fighters need more non-combat options
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<blockquote data-quote="Quickleaf" data-source="post: 7549283" data-attributes="member: 20323"><p>[MENTION=6848185]CubicsRube[/MENTION] Totally, something along those lines would make a lot of sense thematically, and it avoids pigeon-holing fighter players too much. You could play a totally free-wheeling swashbuckler type who still knows people through "military connections" because of the many nights he spent sobering up in jail, enchanting the guards and fellow lock-ups alike with his tales and charm. It serves as a nice springboard for the player's creativity, and gives new players a lens through which to view the worlds of D&D.</p><p></p><p>The trick is pinning down language that would feel at home in a class, as opposed to the more vague language used in background features. And also not making it overlap the design space of background features.</p><p></p><p>What I like about that approach, placing such a social-based feature at level 1, is that it right away encourages players to see the campaign world through a lens. As opposed to older editions of D&D where a fighter player was expected to mature into the "baron/lord" lens.</p><p></p><p>...</p><p></p><p>As a follow-up though, back when I realized that fighter & rogue classes only had 1 feature at 2nd-level – compared to other classes with 2-3 features (or a subclass choice) – I thought that both could use a flavorful narrative feature. Nothing powerful. Designers had a clever name for such features, but I can't recall it at the moment. So I brainstormed this for rogues to bolster their exploration potency:</p><p></p><p>[SECTION]<strong><em>Decipher Script. </em></strong>Starting at 2nd-level, you gain the ability to puzzle out a vague impression of any writing, glyphs, or maps you come across. At a minimum, you recognize what language the writing is in, whether it’s finished or incomplete, and what its general purpose is (e.g. deed, kill list, magical protection, prophecy, spell scroll, treasure map, will).[/SECTION]</p><p></p><p>The idea being that, yes, a wizard could cast <em>comprehend languages</em> and just read it, but that a rogue can do this all day long and – without technically reading magical writing or detecting magic – would be aware of magically warded writing.</p><p></p><p>If I were to make small-changes-for-maximum-effect to the fighter, I'd probably go with a version of your 1st level "Military Connections" feature, and then some kind of 2nd level exploration-based feature.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7549283, member: 20323"] [MENTION=6848185]CubicsRube[/MENTION] Totally, something along those lines would make a lot of sense thematically, and it avoids pigeon-holing fighter players too much. You could play a totally free-wheeling swashbuckler type who still knows people through "military connections" because of the many nights he spent sobering up in jail, enchanting the guards and fellow lock-ups alike with his tales and charm. It serves as a nice springboard for the player's creativity, and gives new players a lens through which to view the worlds of D&D. The trick is pinning down language that would feel at home in a class, as opposed to the more vague language used in background features. And also not making it overlap the design space of background features. What I like about that approach, placing such a social-based feature at level 1, is that it right away encourages players to see the campaign world through a lens. As opposed to older editions of D&D where a fighter player was expected to mature into the "baron/lord" lens. ... As a follow-up though, back when I realized that fighter & rogue classes only had 1 feature at 2nd-level – compared to other classes with 2-3 features (or a subclass choice) – I thought that both could use a flavorful narrative feature. Nothing powerful. Designers had a clever name for such features, but I can't recall it at the moment. So I brainstormed this for rogues to bolster their exploration potency: [SECTION][B][I]Decipher Script. [/I][/B]Starting at 2nd-level, you gain the ability to puzzle out a vague impression of any writing, glyphs, or maps you come across. At a minimum, you recognize what language the writing is in, whether it’s finished or incomplete, and what its general purpose is (e.g. deed, kill list, magical protection, prophecy, spell scroll, treasure map, will).[/SECTION] The idea being that, yes, a wizard could cast [I]comprehend languages[/I] and just read it, but that a rogue can do this all day long and – without technically reading magical writing or detecting magic – would be aware of magically warded writing. If I were to make small-changes-for-maximum-effect to the fighter, I'd probably go with a version of your 1st level "Military Connections" feature, and then some kind of 2nd level exploration-based feature. [/QUOTE]
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yes, this again: Fighters need more non-combat options
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