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2/11/13 L&L: This week in D&D
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<blockquote data-quote="MoonSong" data-source="post: 6087276" data-attributes="member: 6689464"><p>And you seem to be underestimating it. Yes people have played fighters "all the same" for a ling time, but these fighters were entirely blank when it came to do anything that didn't involved breaking doors, bending bars, etc. They were basically a blank sheet, however what it appears to be going on in Next is they'll be all hard-codded into doing well the things they are bound to do well anyway just because they are fighters without the choice to be good at anything else. "Just pretend you are good with it anyway" isn't entirely satisfactory either, "you must buy the full game to be that way" isn't a good answer either. Besides I'm not asking for countless options, just six (or five, constitution makes little sense as anything but a saving throw, but that might be just me), regardless of class pick an ability score, you gain your skill/proficiency dice when you make ability checks for that ability, instead of a hardcodded "you are a fighter, you are dumb muscle, no exceptions". That is hardly too much complication. And specially for fighters as they are the most generic class out of the big 4, after all it is supossed to represent Achilles, Heracles, Odisseo, Beowulf, King Arthur, The Zorro, etc. </p><p></p><p>If I wanted a supersimple game where all fighters are fundamentally the same and had ease and speed of combat, that game already exists, it is called microlite 20, spans a total of 3 pages (one of them being the OGL license, and even taking into account add-ons it barelly goes beyond 10 or so pages), is a full game and entirely free, runs amazingly fast, with extremely fast pc creation, yet it isn't what is needed to grow the playerbase, it is directed at existing players. New and fresh players (the ones WOTC and the hobby need the most and one of the primary targets for the basic game) need a little more support than that.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6087276, member: 6689464"] And you seem to be underestimating it. Yes people have played fighters "all the same" for a ling time, but these fighters were entirely blank when it came to do anything that didn't involved breaking doors, bending bars, etc. They were basically a blank sheet, however what it appears to be going on in Next is they'll be all hard-codded into doing well the things they are bound to do well anyway just because they are fighters without the choice to be good at anything else. "Just pretend you are good with it anyway" isn't entirely satisfactory either, "you must buy the full game to be that way" isn't a good answer either. Besides I'm not asking for countless options, just six (or five, constitution makes little sense as anything but a saving throw, but that might be just me), regardless of class pick an ability score, you gain your skill/proficiency dice when you make ability checks for that ability, instead of a hardcodded "you are a fighter, you are dumb muscle, no exceptions". That is hardly too much complication. And specially for fighters as they are the most generic class out of the big 4, after all it is supossed to represent Achilles, Heracles, Odisseo, Beowulf, King Arthur, The Zorro, etc. If I wanted a supersimple game where all fighters are fundamentally the same and had ease and speed of combat, that game already exists, it is called microlite 20, spans a total of 3 pages (one of them being the OGL license, and even taking into account add-ons it barelly goes beyond 10 or so pages), is a full game and entirely free, runs amazingly fast, with extremely fast pc creation, yet it isn't what is needed to grow the playerbase, it is directed at existing players. New and fresh players (the ones WOTC and the hobby need the most and one of the primary targets for the basic game) need a little more support than that. [/QUOTE]
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