Okay but what do you propose could be done differently, without rewriting the class from the ground up or splitting it into 3 classes?
- Alternate class features options
- More subclasses
- Feat Trees with level prerequisites
Okay but what do you propose could be done differently, without rewriting the class from the ground up or splitting it into 3 classes?
Looking at the capabilities of high level casters ... right. I do. You have casters who are demigod class because D&D scales them that way. And martial types who are a sore thumb of mundanity because of tradition.But I don’t think it’s necessary, nor ridiculous to think otherwise.
This.I’d love to see there be even half the same amount of pages there is detailing all the magic spells and abilities filled with purely martial skills and techniques, not just for the fighter to have but they’d definitely be one of the major beneficiaries of it.
Edit:Magic is so extensively detailed and martial combat just...isn’t, or not to the same degree at least.
Many people have espoused the idea that high tier play is the devil and think the game's sweet spot ends at around level 7 or so. So why not have low tier gritty games with slow xp advancement that end before everyone evolves into demigods?
Ok great, I agree. Do you have any interest in working on these options for a homebrew product in a separate thread?
- Alternate class features options
- More subclasses
- Feat Trees with level prerequisites
This.
This is something that does bug me.
Even mundane, real-world combatants and martial artists are capable of disarming, blinding, stunning, weakening, tricking, weakening and otherwise manipulating their opponent.
The dance of maneuver and prediction, of technique and counter. The choice of commitment or feint, to parry or to give ground.
In a game where combat is often the preeminent pillar, and which has hundreds of combat spells, almost all the vast variety of physical combat is reduced simply to:
"Roll to hit. Roll to damage."
Yeah and I really don’t want weapons combat to be like spells are, with class lists and all that, but I do want to see them expanded on massively.This.
This is something that does bug me.
Even mundane, real-world combatants and martial artists are capable of disarming, blinding, stunning, weakening, tricking, weakening and otherwise manipulating their opponent.
The dance of maneuver and prediction, of technique and counter. The choice of commitment or feint, to parry or to give ground.
In a game where combat is often the preeminent pillar, and which has hundreds of combat spells, almost all the vast variety of physical combat is reduced simply to:
"Roll to hit. Roll to damage."
Why notYeah, um, like I said, I don’t see how one game satisfies both camps.
Ok great, I agree. Do you have any interest in working on these options for a homebrew product in a separate thread?
Why not
It just requires compromise.
Compromise isn't making one size fits all.Compromise, while a noble goal and worth pursuing, isn’t the same as both sides being satisfied.
Read the history of the Joint Strike Fighter, the Pentagon’s attempt to build one fighter to suit all branches of the military.