GX.Sigma
Adventurer
Mike said on Twitter that the fighter mechanic can give fighters some options for out-of-combat utility. No idea how, since it's called "Combat Superiority," but there you go.while this addresses my concern about the fighter lacking any real choices to make during combat, it does absolutely nothing about my concern that the fighter lacks any class specific mechanics or benefits that are in any way useful in non-combat situations.
I totally get that; I would have argued for a system where you could choose an extra theme or some other benefit. Upon reflection though, CS actually seems better:I think a good reason not to give a second theme was that the game is supposed to work also without using themes and feats. If a class had more themes/feats than the others, then not using them would mean that some classes would lose more than others.
So it gives me what I wanted, which is a way for fighters to express their unique variety of fighteryness, while still giving them the theme slot for things that aren't necessarily fightery.The combat superiority system drains some of the elements we had originally intended for the maneuver and theme system...For example, a fighter might have a combat superiority option that allows for two-weapon fighting that is better than the version offered by a feat.
What's interesting is how this will affect the various combat maneuver systems and the themes. And what happens when you take the dual-wielding ComSup and the dual-wielding theme? Pure awesome, I imagine.
Also, the talk of increasing CS die pools with increasing numbers of options, along with the previous explanation of the Fighter's multiple attacks that could be swapped with maneuvers, really paints the picture of the high level fighter as a deadly badass who dashes around the battlefield performing devastating combos of attacks, knockdowns, disarms, etc... Really sexy stuff.