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General Tabletop Discussion
*Dungeons & Dragons
4/26 Playtest: The Fighter
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<blockquote data-quote="Chaosmancer" data-source="post: 9017873" data-attributes="member: 6801228"><p>No, Nick does not require an extra roll. It makes two-weapon fighting not cost a bonus action. Without nick, you do the same number of attacks and the same number of rolls, it just costs you more. </p><p></p><p>And okay, explain to me how "I hit the enemy and push them 10 ft" is not simple. </p><p></p><p></p><p></p><p>Except for literally every single dual-wielding character that has ever existed, and every single monk that has ever existed. Have you found monks and rangers to drastically slow combat? </p><p></p><p></p><p></p><p>This is not a good argument. This is literally "giving me more things means I have more things and that's bad!" Like... yes, getting new abilities will take up more space on the character sheet. So what? That is the literal worst reason not to give out new abilities. </p><p></p><p></p><p></p><p>Okay? Sure, 30% of them won't know. And you tell them to right it down. I generally use the spell sheet for that. And if you have someone who refuses to write it down and refuses to memorize it... then they have a DC 10 because that is easy to remember. And if they want to have their real DC, then they have to be responsible. </p><p></p><p>But none of that is about the ability itself, that's about players. </p><p></p><p></p><p></p><p>The ability to do more than deal damage. That's the positive. Nothing you are talking about is something new to combat, nothing here is inherently difficult. Heck, the "what mastery" issue is a LEVEL 13 issue, for fighter's exclusively. You may as well complain that Reincarnation is too complicated, it is a high level ability of a single class... at that point, the player should be able to handle it.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9017873, member: 6801228"] No, Nick does not require an extra roll. It makes two-weapon fighting not cost a bonus action. Without nick, you do the same number of attacks and the same number of rolls, it just costs you more. And okay, explain to me how "I hit the enemy and push them 10 ft" is not simple. Except for literally every single dual-wielding character that has ever existed, and every single monk that has ever existed. Have you found monks and rangers to drastically slow combat? This is not a good argument. This is literally "giving me more things means I have more things and that's bad!" Like... yes, getting new abilities will take up more space on the character sheet. So what? That is the literal worst reason not to give out new abilities. Okay? Sure, 30% of them won't know. And you tell them to right it down. I generally use the spell sheet for that. And if you have someone who refuses to write it down and refuses to memorize it... then they have a DC 10 because that is easy to remember. And if they want to have their real DC, then they have to be responsible. But none of that is about the ability itself, that's about players. The ability to do more than deal damage. That's the positive. Nothing you are talking about is something new to combat, nothing here is inherently difficult. Heck, the "what mastery" issue is a LEVEL 13 issue, for fighter's exclusively. You may as well complain that Reincarnation is too complicated, it is a high level ability of a single class... at that point, the player should be able to handle it. [/QUOTE]
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4/26 Playtest: The Fighter
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