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General Tabletop Discussion
*Dungeons & Dragons
4/26 Playtest: The Fighter
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<blockquote data-quote="Quickleaf" data-source="post: 9008112" data-attributes="member: 20323"><p>[USER=2525]@Mistwell[/USER] Yeah, the mechanical changes for the Champion are good overall. In my opinion, the subclass is still suffering from a fundamental conceptual problem – the sort of problem that comes way earlier in the design process from designing specific features.</p><p></p><p>When I read the flavor text for the Champion, I feel like I'm reading a description of the fighter class, NOT another layer of narrative or flavor on top of the fighter class... In other words, the flavor text is saying nothing.</p><p></p><p></p><p></p><p>Despite having worse mechanics the PHB Champion subclass at least has "raw physical power" and "Remarkable Athlete" hinting at a sort of flavor (yes, it's terrible mechanically, just speaking of its flavor). It's barely there, but I can <em>kinda </em>see a hint of something.</p><p></p><p>This gets back to my complaint about the fighter changes compared to other changes (e.g. the wizard), where the changes to the fighter are more conservative in comparison. They're not (yet) following through on the ideas they're presenting.</p><p></p><p>For example, the Champion might be imagined as "the adaptive fighter", which Adaptable Victor seems to be hinting at. If that's the case and they're aiming for a "learning by doing" sort of character, why not go full on that concept?</p><p></p><p>Make this subclass the one that tweaks Weapon Mastery properties (rather than any fighter being able to), change its Additional Fighting Style into an Adaptable Fighting Style that can be changed during a long rest, scrap anything that doesn't express that core concept, heck maybe give them an escalation die to represent their adapting throughout a fight.</p><p></p><p>Currently, with the PHB Champion and even moreso with this Playtest Champion, if I had a player ask me "what's a Champion fighter?" I would have no way of describing that narratively to them. I would only be able to resort to describing mechanics.</p><p></p><p>Personally, that's not the direction I want the game to go. I want narrative and story to come first.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9008112, member: 20323"] [USER=2525]@Mistwell[/USER] Yeah, the mechanical changes for the Champion are good overall. In my opinion, the subclass is still suffering from a fundamental conceptual problem – the sort of problem that comes way earlier in the design process from designing specific features. When I read the flavor text for the Champion, I feel like I'm reading a description of the fighter class, NOT another layer of narrative or flavor on top of the fighter class... In other words, the flavor text is saying nothing. Despite having worse mechanics the PHB Champion subclass at least has "raw physical power" and "Remarkable Athlete" hinting at a sort of flavor (yes, it's terrible mechanically, just speaking of its flavor). It's barely there, but I can [I]kinda [/I]see a hint of something. This gets back to my complaint about the fighter changes compared to other changes (e.g. the wizard), where the changes to the fighter are more conservative in comparison. They're not (yet) following through on the ideas they're presenting. For example, the Champion might be imagined as "the adaptive fighter", which Adaptable Victor seems to be hinting at. If that's the case and they're aiming for a "learning by doing" sort of character, why not go full on that concept? Make this subclass the one that tweaks Weapon Mastery properties (rather than any fighter being able to), change its Additional Fighting Style into an Adaptable Fighting Style that can be changed during a long rest, scrap anything that doesn't express that core concept, heck maybe give them an escalation die to represent their adapting throughout a fight. Currently, with the PHB Champion and even moreso with this Playtest Champion, if I had a player ask me "what's a Champion fighter?" I would have no way of describing that narratively to them. I would only be able to resort to describing mechanics. Personally, that's not the direction I want the game to go. I want narrative and story to come first. [/QUOTE]
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