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General Tabletop Discussion
*Dungeons & Dragons
Are you happy with the Battlemaster and Fighter Maneuvers? Other discussions as well.
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<blockquote data-quote="Ahnehnois" data-source="post: 6286272" data-attributes="member: 17106"><p>Again, that's fair. However, I think (not know, think) that the player base as a whole moved past that stuff sometime in the '90's. At least, to me, the whole dungeoncrawling, kill things and take their stuff mentality was what I started with but it completely disappeared from the local gaming community once 3e came out.</p><p></p><p>"Playing D&D" is a term that I (and many other people) use generically to describe playing an rpg, frequently one completely unrecognizable from the idea of mercenary "heroes" meeting in a tavern and raiding arbitrarily large underground tunnel networks for treasure.</p><p></p><p>I think that the maneuver thing and its ilk are really orthogonal to that end. An old schooler would say rulings not rules, and would eschew that sort of thing, particularly as incorporated into a character build. You can certainly do plenty of great dungeoncrawling without a fighter's character sheet ever having much more than a THAC0, and AC, and a hit point total, simply by leaving the rest to your imagination.</p><p></p><p>Maneuvers vs "I attack" is simply a question of detail and granularity. Do you want to just roll and attack and damage and move on, or do you want to know what your character was doing during those six seconds? Given how detail-heavy even the base D&D combat is, maneuvers can be a tough sell. But if you want to play a style that emphasizes those little moments and the tactics therein, you want them. It's really a campaign-level thing, not a character-level thing.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6286272, member: 17106"] Again, that's fair. However, I think (not know, think) that the player base as a whole moved past that stuff sometime in the '90's. At least, to me, the whole dungeoncrawling, kill things and take their stuff mentality was what I started with but it completely disappeared from the local gaming community once 3e came out. "Playing D&D" is a term that I (and many other people) use generically to describe playing an rpg, frequently one completely unrecognizable from the idea of mercenary "heroes" meeting in a tavern and raiding arbitrarily large underground tunnel networks for treasure. I think that the maneuver thing and its ilk are really orthogonal to that end. An old schooler would say rulings not rules, and would eschew that sort of thing, particularly as incorporated into a character build. You can certainly do plenty of great dungeoncrawling without a fighter's character sheet ever having much more than a THAC0, and AC, and a hit point total, simply by leaving the rest to your imagination. Maneuvers vs "I attack" is simply a question of detail and granularity. Do you want to just roll and attack and damage and move on, or do you want to know what your character was doing during those six seconds? Given how detail-heavy even the base D&D combat is, maneuvers can be a tough sell. But if you want to play a style that emphasizes those little moments and the tactics therein, you want them. It's really a campaign-level thing, not a character-level thing. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Are you happy with the Battlemaster and Fighter Maneuvers? Other discussions as well.
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