D&D 5E Fixing the Fighter

I'm kinda curious about this. You said 3.X, but I don't see anywhere in 3.5 where it's stated. I didn't see it in Rogue, Open Lock, or Thieves Tools. I'm not saying you're lying (I do not think you are), and I'm not saying that you're wrong (I think you may be), I'm just curious if that was a hiccup I never saw.

Hmmm...no, you're quite right. I think I was conflating a whole bunch of stuff there. I thought if you failed a lock pick by 4 or more then you couldn't retry the lock until you gained a skill point. But that isn't true. You can take 20 (assuming you have the time). Disable device has the 4 threshold embedded into it but it doesn't have anything to do with retries/leveling. That's odd. I have no idea why I thought that. Perhaps there is another system I'm thinking of and I've somehow combined the two. Regardless, what I wrote there is clearly wrong. I'll amend the original post so no one reads it and just assumes it is correct.

Obviously, the proper 3.x analog (the same thing procedurally) is Spellcraft to learn a spell from a spellbook or scroll. Failure there means you cannot retry until you've gained another point of spellcraft. I think I had about 3 different rules in my mind and I just combined them. I'm 35 years old going on 90. Thats my alibi.
 

log in or register to remove this ad

Well for one thing, if you use Fate Points or their ilk, you're going off the reservation as far as D&D is concerned.

<snip>

If you're going to use them, they're for all players
Yet Arcana Unearthed/Evolved uses them (Hero Points, I think they're called), and furthermore you can take a feat for your PC to get more of them - so they are not given in equal amounts to all players, and they are used - via that feat - as a balancing element in mechanical effectiveness across PCs. And Arcana Unearthed is not "off the reservation". It's a D&D variant that hews very closely to 3E in its mechanics.

in the hands of one player, they're fine. In the hands of one character, they break the fourth wall.
Huh? PCs don't have Fate Points - unless the PC is, in the ingame fiction, playing an RPG in which s/he has Fate Points to spend.

One player is playing a wizard, but is attacking in melee for some reason. He thinks to himself "gee, I really need this next attack to hit". So, remembering that he prepared a true strike spell this morning, he casts it. The attack hits. The player shares the character's relief.

Another player is playing a monk (as described above). He thinks to himself "gee, I really need this next attack to hit". So he...does what? Uses a power? What does that mean to the character? What does the character experience as this is happening?
In your wizard example, is it the player or the character who thinks "I really need this next attack to hit?" Or is it both?

You seem to assume it will always be both, but that's not obvious. Let's say the attack is a melee attack to break a clay seal on a gate. The player knows, due to foreshadowing, or GM cliche-prediction, or whatever, that shattering the seal is crucial to achieving victory in the quest. Whereas the PC doesn't know those things - the inhabitants of a fiction don't experience foreshadowing, nor predict narrative cliches. Why, then, does the wizard cast True Strike? If the participants in the game want to know, some answer (eg a sudden burst of intuition) will have to be narrated.

Likewise for the monk.

What does the character know about his access to this power (or lack thereof, now that he's used it)? Are you saying you don't see where this is nonsensical?
The only thing that's nonsensical is assuming that the character knows anything about a purely metagame element. It is a player resource that the player knows about, and chooses to expend. (And to pre-empt a reptition of an earlier go around - it does not belong to the player independently of playing that particular PC. It is a resource that the player enjoys access to in virtue of being the player of this PC in this game. If the PC is handed to a different player, that new player gains control over and access to the metagame resource.)

One represents the hand of god, the will of the universe, the need to have a fun game, or some other intangible concept. The other represents the learning and execution of physical skills that are absolutely real in the game world.
No. A martial daily or encounter power does not respresent learning and execution of physical skills - at least, not exclusively. It represents elements of that, but also such things as "the will of the universe" and "the need to have a fun game". In that respect it's much like a hit point, or a pre-3E saving throw.

The appropriate use of such a metagame resource is when a player wants his attack to hit, and spends his fate points or whatever, and something happens that is clearly not understood or controlled by the character that makes the attack hit. The player is enjoying his success, but the character has no idea what happened. He's just glad to still be alive. That's pretty much what "metagame" means.
Yes. This is what happens when a player uses Come and Get It. The player enjoys the PC's success at wrongfooting the enemy. Why and how the enemy was wrongfooted is a separate matter - the use of Come and Get It triggers the possible need for filling in that part of the fiction, but doesn't actually fill it in.

Actually, even in this case, it is a big deal. Because it doesn't balance the world. Are we to assume that every character in the world, from heroes to commoners, has sufficient metagame benefits to make them "balanced"? If not, one still needs to explain the role of powerful magic in the world, i.e. why wizards don't rule everything. If so, my head just exploded.
Balancing the world may be important to some players. It is not important to others. The world of LotR is not "balanced" - the hobbits have access to a plethora of metal goods, for example, despite having no apparent mining or industrial production. Where does it come from? And how is the inn at Bree economically viable, if travel is so dangerous (eg you'll get eaten by willows if Tom Bombadil doesn't rescue you).

The point of LotR, however, isn't about economics. The entire social setting is a backdrop for a different narrative purpose.

Why don't wizards rule everything in the typical D&D world? Most of the time, in my games, a hand wave will do: the gods have decreed otherwise; the traditions of wizardry are inherently conservative; there aren't very many wizards out there besides the PCs.

For those where setting and world building are more important, then they can work out their own stories. Whatever those stories are, they don't show that metagame abilities are bad RPG design.

if balance between classes is such a concern, what's wrong with fixing it in the context of the world? Why not limit spell access and use in some way? Why not make it so Haste ages you every time you use it or give wizards only a couple of spell slots a day? D&D's spellcasters are indeed supremely capable. Fixing magic is much easier than giving fighters mulligans and favors. Why is this angle ignored?
Ignored by whom? Not by the designers of OGL Conan. Not by Monte Cook when he designed Arcana Unearthed (though it's not as low magic as Conan). Not by the designers of Burning Wheel. Not by the designers, back in the day, of Runequest.

But if you're worried about Fate Points being too radical for D&D, I don't see how you can be so insouciant about removing high level spells and spellcasters.

And if you're worried about the design of D&Dnext accommodating those who don't like metagame mechanics, why is it not equally important that it accommodate those who like high magic, gonzo fantasy?

In any event, the fact that a low-magic RPG is viable doesn't show that metagame abilities for martial PCs isn't one way of "fixing the fighter" (to allude to the thread title).

Because the rules effect the RESOLUTION of the action, not the action itself. A fighter could whack at goblins all day and have the same chance of hitting everyone (based on the d20 roll) and all an action point does is improve those odds.

<snip>

Fate/Luck/Skill/Deific Mojo/Badassdom points change the dice rolls, which is already a metagame contruction which is resolving a major area of concern: Can I do X? We accept some level of meta rules are needed to actually play the game, which is why its impossible to assign yourself ability scores. But these are the invisible rules. A fighter when he swings his sword isn't taking into account his level, strength, magical plus, and feats, but we (as players) do. When a fighter has to decide "Do I use my Sweeping Strike now or save it?" He's making a choice that should reflect his own thinking.
It's not the fighter who makes that choice, or is wondering what to do. It is the player, at the table. Deciding to spend a fate point to manipualte the dice rolls is a metagame decision. Deciding to use an encounter power to manipulate the action economy, or the tactical positioning of the NPCs, is likewise a metagame decision.

If you think the action economy is not metagame, but some sort of ingame reality, then I can see why you might have trouble with this. But I don't see how anyone can think a turn-based action economy is not metagame. The gameworld is not stop-motion, is it?

I want an in-game reason why that fighter can staggering blow only once per day.

<snip>

4e reminds me at every pass that I'm playing a game and not interacting with the story.

<snip>

In the end, you can argue why metagame like level, hp, AC, alignment, saves, ability scores, and thac0 are acceptable but martial dailies, action points, forced movement and healing surges are not. I respond that its a spectrum that has always swung back and forth

<snip>

My threshold is different than yours.
These are biographical facts about you (as you seem to recognise). They do not tell us anything about what is or is not a tenable game design. Nor do they tell us anything about how people who play 4e play their game (for example, I believe that no 4e player would play in the way suggested by your dialogues upthread).

You seriously clear out every dungeon in a single day? You've never rested and went back? Never had a multiday journey with random encounters? Really?

I mean, I heard some bad things about 4e adventure design, but REALLY?
I don't understand any of this.

First, my claim was that not every day has a fight in it, and that even on those days that do have fights, not every daily power will be used on every one of those days. I don't see what this has to do with clearing out dungeons in a single day, nor with resting, nor with multiday journeys. Except that I would have thought that a multiday journey might provide one instance of not every day having a fight, or not every day that has fight being a day on which all daily powers are used.

Second, even if it is the case that in your game every day has a fight in it, and every day in which a fight takes place every daily power is used, not everyone's game has to look like yours.

Third, I don't use random encounters. I choose the encounters I run deliberately, for narrative and pacing effects.

Fourth, I don't run a game with "dungeons" that the PCs "clear out". I find that sort of game to be lacking in verisimilitude.

Fifth, I linked upthread to my actual play posts of my 4e campaign: Here are some links to some actual play reports that I have posted. If you're going to start critiquing my scenario design and adjudication, I'd invite you to at least first have a read of some of them.
 

Not that it changes your opinion, but open lock can be repeatedly used. Indeed, that's how a rogue can take 20 on it. Its spellcraft checks to learn new spells you're thinking of (ironically), which is to mimic "learning more about magic" before you can understand the spell (kinda like learning more math to understand a calculus problem).

You might be remembering pre-d20 thieves though, who indeed could only use open lock on a lock once per level (unless he put more % points in that skill).

That is exactly what I was thinking of! I've amended the original post with the original information, sufficiently mocking myself, and included the correct info. Thank you for sorting that one out.
 

I don't understand any of this.

First, my claim was that not every day has a fight in it, and that even on those days that do have fights, not every daily power will be used on every one of those days. I don't see what this has to do with clearing out dungeons in a single day, nor with resting, nor with multiday journeys. Except that I would have thought that a multiday journey might provide one instance of not every day having a fight, or not every day that has fight being a day on which all daily powers are used.

Second, even if it is the case that in your game every day has a fight in it, and every day in which a fight takes place every daily power is used, not everyone's game has to look like yours.

Third, I don't use random encounters. I choose the encounters I run deliberately, for narrative and pacing effects.

Fourth, I don't run a game with "dungeons" that the PCs "clear out". I find that sort of game to be lacking in verisimilitude.

Fifth, I linked upthread to my actual play posts of my 4e campaign: Here are some links to some actual play reports that I have posted. If you're going to start critiquing my scenario design and adjudication, I'd invite you to at least first have a read of some of them.

This is third-degree bullpuckey and you know it.

You want to argue gaming style, we can move to another thread and debate that. Some DMs use random encounters, and dungeons to clear out. THESE ARE NOT BADWRONGFUN! Apparently, this is not supported in 4e either.

More to the point, the fighter always drags the same metacards into the fight. The same powers (barring power swaps, which is another nonsensical metagame element that doesn't mirror how real training works, but I digress) every fight he has. Every combat encounter gives him exactly once chance to use Steel Serpent Strike. Every day he draws steel, he can use Brute Strike exactly once. The universe, like clockwork, gives him one use and one use only. Sure, he may go days (or weeks) between combats, but once he does, the universe automatically offers him a chance to use those two powers once and only once per time limit.

My earlier Touchdown Pass (while done sarcastically) is a great example. Does the universe grant a quarterback use of the Hail Mary Pass once per game because he knows how? Is he entitled to use it once per game because he knows it? Is it unfailingly accurate (assuming he makes the Dex vs. Reflex attack to his receiver)? Do the stars align for him to throw that Hail Mary Pass once per game because he's the star quarterback (PC?) It. Makes. No. Sense.

Listen, I can play a great game of chess and later create a narrative that explains every move ever piece made in the context of some "fictional world" (The queen approached the knight from the corner, drew her dagger and slew him.) but that doesn't change the fact I'm playing chess with some real artificial restrictions placed on it for game balance.

The more I debate this, the more I feel justified in my return to AD&D since the playstyle of 4e is completely antithetical to my gaming sensibilities.
 

Not even rhetorically - like I said, it's my own perspective. :)
You said "who cares?" Either that's a rhetorical question that you don't need answered (which I assumed), or you're actually asking people.
I'm personally not a big superhero guy, but I do prefer competent, capable heroes for my D&D games. If I want mud-grabbers (and sometimes I do!) I like WFRP 2e usually. Even in AD&D, I tend to veer towards a heroic baseline.
I separate competency from gritty, personally. You can be very competent but a couple actual sword blows are enough to down you. Other gritty areas: being stuck without food, needing to carry your friend somewhere when he's down when you're not that strong, being infected, losing limbs, breaking bones.

Those are all areas that I associate with gritty, and I don't think they necessarily play into competence. But again, that's my preference. As always, play what you like :)

Obviously, the proper 3.x analog (the same thing procedurally) is Spellcraft to learn a spell from a spellbook or scroll. Failure there means you cannot retry until you've gained another point of spellcraft. I think I had about 3 different rules in my mind and I just combined them.
Yeah, I think they were trying to mimic the AD&D "gain a level before trying to learn a spell again" in 3.X. There were a lot of rules that were based on those types of mechanics. But I bet that is what you were thinking of, and it's still a good example (though essentially the same one as the AD&D rule already mentioned). As always, play what you like :)
 

If this is how you're going to describe Tide of Iron, then the text needs to make it clear that's what you're doing.

Tide of Iron is an effect. The narrative is mutable.

-O

Right on the nail. And this is one of the many reasons I consider the process-sim approach as applied to fighters to seriously reduce the narrative space available to the point that fighters become a pale shadow of themselves. I didn't realise I needed to step quite this far back into the very basics of what real world fighters are capable of.

I have a broadsword in hand. According to at least one school of historical fencing there are eight orthodx strokes I could open with (thrust, chop down through the head, and then on each side there's a strike to shoulder, side, and thigh). My opponent has four basic responses I can think of; step out of the way, parry corps-a-corps, parry in high guard, and parry in hanging guard (that's without getting into the detail of which ring they parry in - whether they block close or far out). Then it's probably my opponent's turn to counter as my sword is extended and theirs is close to them and balanced; my sword is probably blocking three of their lines because of where it is (unless they step back, disengage, and counter. We're up to 8*4*5 combinations already after the first exchange of blows and the first second.

Expecting a game to go through in process-sim fashion all the possible results of six seconds worth of swordplay is simply, startlingly, staggeringly absurd. And it doesn't matter for simple, static swordplay because there are really only two outcomes that matter. Did you get hit and did your opponent get hit? Unless we want to go into real world swordplay and have combat rounds that are a second or less we need to go for outcome-based combat.

However actual real world fighters are much more flexible than simply trading blows with each other. I've given an orthodox Tide of Iron from Viking swordplay (the one involving leading with the edge of the shield to try to force the enemy back). One using a legionary's shield would look more than a little different; the legionary shield was such a different shape that you used it in combat very differently. (And I wouldn't try Tide of Iron with a kite shield except as part of a shieldwall).

Which means that we have three choices offered if we are to take [MENTION=3601]BT[/MENTION]'s requested level of detail into account:
  1. Cripple fighters so that even a legendary D&D fighter is incapable of carrying out orthodox real world techniques (there are a hell of a lot more powers that map to real world techniques than just Tide of Iron)
  2. Long discussions about how to use weapons and armour dealing with how every single power might be used with different weapons and equipment from different ages and time periods, meaning that a flexible fighter class takes up more space than about four other classes in the book combined.
  3. Assume that the players are the sort of imaginative people ready to roleplay and visualise things for themselves - and that they are sensible enough to pick powers that match what they think their characters can do. (The effects based system used by 4e.)

I honestly didn't realise that anyone would need the level of detail [MENTION=3601]BT[/MENTION] is asking for spelled out in an RPG book. I thought as roleplayers most of us prided ourselves on our imaginations and we didn't need everything spelled out for us. "Visualise your character and then flesh it out using the rules" I thought was something that was screamingly obvious.

And that, [MENTION=7635]Remathilis[/MENTION], is why I'm asking you to pick a power other than CAGI to pick on; pre-errata CAGI (alongside its upgraded version) is literally the only fighter encounter power I am aware of that has the metagame properties you object to in its own right. Choosing it as your continual refrain is like me coming back to fabricate and the D&D economy every five seconds. It's repetative, it's tedious, and all it shows is that there exists a single power you don't like. I might as well center my entire criticism of Pathfinder around the original Prone Shooter. CAGI is a power that exists to replicate the common moment on screen where just about everyone tries to dogpile the warrior almost in defiance of sense. This happens to the point of being cliche - if you want a game where things like that happen then why not use it? If you don't, not using it is not even a houserule. It's simply that this one power is incompatable with the tone of game you want to run. You think that D&D should be laser-focussed onto a single tone?
 

Tide of Iron is an effect. The narrative is mutable.

-O
Not in my games. Effects-based design is weak-tier game design.
I honestly didn't realise that anyone would need the level of detail @BT is asking for spelled out in an RPG book. I thought as roleplayers most of us prided ourselves on our imaginations and we didn't need everything spelled out for us.
Sorry, bro, I need more than a quick line of fluff justifying how your fighter does Weird Power Name. Sneak attack makes sense. The name alone tells you what's going on (you're making an attack that the enemy doesn't expect), but in something with a name like Tide of Iron, I'd like to see a bit more effort put into describing the power.
It's repetative, it's tedious, and all it shows is that there exists a single power you don't like. I might as well center my entire criticism of Pathfinder around the original Prone Shooter.
CAGI is merely symptomatic of a greater problem in 4e, much like how Prone Shooter is symptomatic of a greater problem in Pathfinder. Criticizing these specific aspects is criticizing the system as a whole on the micro level. (To wit: 4e is abstract, gamey, and desperate to be an action movie, and Pathfinder is written by people who don't know or understand the system.)

There are other powers to criticize--Bloody Path and Own the Battlefield come to mind--but CAGI is the one most well-known.
 
Last edited:


Do you narrate Cleave the same way every time? Whirlwind Attack? Power Attack? Improved Trip?

-O
Mostly, yes. Cleave is hacking through one enemy and the momentum carries you through to hit a second. Whirlwind Attack swinging your weapon in a wide arc. Power Attack is recklessly attacking. Tripping is tripping.
 

In your wizard example, is it the player or the character who thinks "I really need this next attack to hit?" Or is it both?
Well if you're really playing the role of the character, both will go hand in hand. Of course D&D is not "purely" a roleplaying game in that sense; there is typically a third-person element to it as well. However, it is nonetheless fairly typical that a character's and players perceptions and decisions will mirror each other, particularly in tactical situations.

This whole metagame mechanic thing drives a wedge between the two, of course.

The only thing that's nonsensical is assuming that the character knows anything about a purely metagame element.
So you're saying that a 4e fighter doesn't know when he's used his powers? What does he think about that one great attack he just did? How did he do that? Why doesn't he try to do it again?

Clearly, magical characters know how many spells they have. I can't see why (under the 4e paradigm), other power sources are different.

No. A martial daily or encounter power does not respresent learning and execution of physical skills - at least, not exclusively. It represents elements of that, but also such things as "the will of the universe" and "the need to have a fun game". In that respect it's much like a hit point, or a pre-3E saving throw.
I think you've just explicated why saving throws were changed to reflect more tangible qualities, and why hit points should be too.

Yes. This is what happens when a player uses Come and Get It. The player enjoys the PC's success at wrongfooting the enemy. Why and how the enemy was wrongfooted is a separate matter - the use of Come and Get It triggers the possible need for filling in that part of the fiction, but doesn't actually fill it in.
I get that. I also get that it's really bizarre that a player chooses directly between having the character do something that is completely explained within the context of the game world (such as a basic attack) and something that isn't.

Balancing the world may be important to some players. It is not important to others.
Given that D&D is for both the some and the others, I'd say it's worth considering.

The point of LotR, however, isn't about economics. The entire social setting is a backdrop for a different narrative purpose.
Yes, however, rpgs are very different from novels. In an rpg, characters can do what they want. They have more freedom, and more time, to push the limits of the world. They ask more questions, try more things, and not infrequently do so with a specific angle on world domination. It's much more important for a DM to understand why the world works the way it does than it is for an author (and for an author it's still important).

Why don't wizards rule everything in the typical D&D world? Most of the time, in my games, a hand wave will do: the gods have decreed otherwise; the traditions of wizardry are inherently conservative; there aren't very many wizards out there besides the PCs.
Okay, that works for you. I need more than that. My players need more than that.

Ignored by whom?
The OP, the D&D designers, and more.

But if you're worried about Fate Points being too radical for D&D, I don't see how you can be so insouciant about removing high level spells and spellcasters.
I'm not talking about removal. I'm talking about restriction. My ideal wizard can theoretically do anything that a 3e wizard can do. It just isn't so easy.

For example, the latest 5e draft simply took the teleport spells from 3e and pushed them back a few levels. Nothing wrong with that, but there are a variety of other restrictions and costs, including some with D&D precedent (spell learning used to be much harder, for example) and some without.

And if you're worried about the design of D&Dnext accommodating those who don't like metagame mechanics, why is it not equally important that it accommodate those who like high magic, gonzo fantasy?
Well, I've also advocated for a lot more modularity in magic systems than what we've seen, but I don't see any evidence that nerfing casters will irritate as many people as making fighters quasi-magical. And anyway, one can significantly reduce the scope of a 3e wizard's power while still preserving a pretty high magic game, in the grand scheme of things.

In any event, the fact that a low-magic RPG is viable doesn't show that metagame abilities for martial PCs isn't one way of "fixing the fighter" (to allude to the thread title).
No. All the other reasons that myself and others are giving kind of put a damper on that, though.
 

Remove ads

Top