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<blockquote data-quote="Neonchameleon" data-source="post: 8747815" data-attributes="member: 87792"><p>If you "want to emulate actual people in an actual world" then <em>what are you playing D&D for.</em> In particular what are you playing D&D <em>at above level 5 for?</em></p><p></p><p>D&D is a fantasy world full of fantastic people. Many of whom can cast spells and are otherwise capable of magic. It is not a grounded ruleset for gritty realism; it has consequence-free hit points. If your kink is to cap your character at level 5 then do that - and let those of us who want fighters that can actually hang with the spellcasters (and remember that full casters make up a plurality of 5e classes before you count the warlock). And you're playing someone who literally according to the rules of 5e never gets injured; a long rest (or in older editions a few days of bed rest) will heal you up. You recover from any fight you survive in a timescale that matches sporting events not actual injury. You aren't a realistic person.</p><p></p><p>But even then you aren't playing a realistic fighter. You're playing a fighter armed with a nerf bat thanks to the effects of hit points. And a fighter with absurd, ridiculous healing (in any edition). If you want to play an actual person in an actual world I'd suggest a whole lot of systems (starting with Warhammer Fantasy Roleplay) but not the power fantasy system of D&D with its consequence free hit points and near effortless and incredibly reliable spell casting. </p><p></p><p>And why do you want to prevent <em>other people</em> playing fighters that can keep up outside the combat pillar?</p><p></p><p>But for what's wanted? And note that I am not really differentiating between the fighter, rogue, and barbarian.</p><ul> <li data-xf-list-type="ul"><strong>Tier 1: </strong>Levels 1-4. This is more or less OK. Maneuvers are good - and if you want to be an actual person in an actual world then not being a near-untiring robot that can keep making the same attack again and again without either getting tired or their foe learning it would be good. So limited resource abilities.</li> <li data-xf-list-type="ul"><strong>Tier 2: </strong>Levels 5-10. Here you are an action hero. James Bond and John Wick are good inspirations here as are most solo renditions of Batman.</li> <li data-xf-list-type="ul"><strong>Tier 3: </strong>Levels 11-15. Now you're an outright superhero. Think Hulk, Captain America, Spider-Man. Or for that matter the mythological Hercules. If at Tier 1 you could break a door by kicking it now you should be able to do the same to a bank vault - or leap a small building. </li> <li data-xf-list-type="ul"><strong>Tier 4:</strong> Tier 4 should be wild. Look at CuChulain cutting the tops off mountains. Or look at anime (although most anime swordsmen I've seen are Tier 3).</li> </ul><p>As things stand the fighter is great in tier 1, fine in tier 2, and <em>never gets an ability after level 11 that's not a duplicate of one they had earlier</em> <em>except the level 20 capstone</em>. And as far as feats are concerned most are "full build" by level 8 with a few being full build at level 12. What's needed is for the tiers 3 and 4 fighter to meaningfully <em>exist</em> and gain capabilities they didn't have earlier.</p><p></p><p></p><p>I on the other hand find that magic is magical because of what it does. When I create an illusion that's magical and I don't need the rules to tell me it's magical - and I don't need the rules to tell me that a fireball created out of thin air is magic. Meanwhile I find it to say "fighters shouldn't get nice things because it would make my mage feel less special and that's boring".</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8747815, member: 87792"] If you "want to emulate actual people in an actual world" then [I]what are you playing D&D for.[/I] In particular what are you playing D&D [I]at above level 5 for?[/I] D&D is a fantasy world full of fantastic people. Many of whom can cast spells and are otherwise capable of magic. It is not a grounded ruleset for gritty realism; it has consequence-free hit points. If your kink is to cap your character at level 5 then do that - and let those of us who want fighters that can actually hang with the spellcasters (and remember that full casters make up a plurality of 5e classes before you count the warlock). And you're playing someone who literally according to the rules of 5e never gets injured; a long rest (or in older editions a few days of bed rest) will heal you up. You recover from any fight you survive in a timescale that matches sporting events not actual injury. You aren't a realistic person. But even then you aren't playing a realistic fighter. You're playing a fighter armed with a nerf bat thanks to the effects of hit points. And a fighter with absurd, ridiculous healing (in any edition). If you want to play an actual person in an actual world I'd suggest a whole lot of systems (starting with Warhammer Fantasy Roleplay) but not the power fantasy system of D&D with its consequence free hit points and near effortless and incredibly reliable spell casting. And why do you want to prevent [I]other people[/I] playing fighters that can keep up outside the combat pillar? But for what's wanted? And note that I am not really differentiating between the fighter, rogue, and barbarian. [LIST] [*][B]Tier 1: [/B]Levels 1-4. This is more or less OK. Maneuvers are good - and if you want to be an actual person in an actual world then not being a near-untiring robot that can keep making the same attack again and again without either getting tired or their foe learning it would be good. So limited resource abilities. [*][B]Tier 2: [/B]Levels 5-10. Here you are an action hero. James Bond and John Wick are good inspirations here as are most solo renditions of Batman. [*][B]Tier 3: [/B]Levels 11-15. Now you're an outright superhero. Think Hulk, Captain America, Spider-Man. Or for that matter the mythological Hercules. If at Tier 1 you could break a door by kicking it now you should be able to do the same to a bank vault - or leap a small building. [*][B]Tier 4:[/B] Tier 4 should be wild. Look at CuChulain cutting the tops off mountains. Or look at anime (although most anime swordsmen I've seen are Tier 3). [/LIST] As things stand the fighter is great in tier 1, fine in tier 2, and [I]never gets an ability after level 11 that's not a duplicate of one they had earlier[/I] [I]except the level 20 capstone[/I]. And as far as feats are concerned most are "full build" by level 8 with a few being full build at level 12. What's needed is for the tiers 3 and 4 fighter to meaningfully [I]exist[/I] and gain capabilities they didn't have earlier. I on the other hand find that magic is magical because of what it does. When I create an illusion that's magical and I don't need the rules to tell me it's magical - and I don't need the rules to tell me that a fireball created out of thin air is magic. Meanwhile I find it to say "fighters shouldn't get nice things because it would make my mage feel less special and that's boring". [/QUOTE]
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