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Being strong and skilled is a magic of its own or, how I learned to stop worrying and love anime fightin' magic
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<blockquote data-quote="Minigiant" data-source="post: 8748227" data-attributes="member: 63508"><p>That's not what I've said that that tone is precisely the point.</p><p></p><p>The Fighter class has 3 unique class features. This is the least of all classes. And with that these class features are some of the simplest to understand.</p><p></p><p></p><p>The issue is fighting in real life is not simple. And advanced high end fighting is even more complex. But 5e doesn't and cannot display this due to the design goal restrictions on the class.</p><p></p><p>On <strong>Height</strong> there is<strong> Bounded Accuracy</strong>. Because of Bonuses accuracy, you cannot even abstract the fighter' increated skill with the higher "to hit" or AC like the pass. The most the base class gets is a fighting style that offers +2 to hit with ranged weapons or +2 AC. Subclasses mostly offer limited use advantage to attack or a resource to roll a die to the to hit roll.</p><p></p><p>On <strong>Depth</strong> it is <strong>Noob Friendliness. </strong>Basically the a significant part of community (not the designers, they attempted a Superiority dice base class feature in the fighter multiple times) deemed that the fighter most be the class for new players and (tipsy players). Therefore there had to be a core design of simplicity in options. And complexity added to the fighter therefore had to be balance to a fighter with a simple core class and a simple subclass. Most other RPGs, TT, P&P and Video game, shifted to having the barbarian be the noob class. Many have even done simple classes. Why isn't there a simple pew pew cantrip spammer?</p><p></p><p>And in <strong>Width</strong> is the <strong>Combat Idiot.</strong> Basically there is a subset of the fandom who thinks the fighter could have a choosable base combat role. Guard fighters are lookouts. Scout fighters can sneak with the rogue. Noble fighters could be faces. Athlete fighters jump and carry the team literally. Etc. They wanted the fighter to have this be a choosable core option of the fighter. And there is a section of the fandom that HATES this idea. They want the core fighter too be balanced around being an unskilled combat monster who just fights.</p><p></p><p>The <strong>Fourth Dimension</strong> is <strong>Mundane</strong>. We all know it. Some want the fighter to remain noticeably in reality. Others want it to break it a little. Others want it to break a lot</p><p></p><p></p><p>None of these are bad alone. But ALL 4 together is limiting. And the community mostly agrees. Almost every group, DM, and player has a house rule, play style, or bias that removes or lessens one of these. I'm sure you do too.</p><p></p><p></p><p>So why do we have a fighter class binded on 4 dimensions without any keys to unlock a side if <strong>almost every fan</strong> wants to break one of the doors?</p></blockquote><p></p>
[QUOTE="Minigiant, post: 8748227, member: 63508"] That's not what I've said that that tone is precisely the point. The Fighter class has 3 unique class features. This is the least of all classes. And with that these class features are some of the simplest to understand. The issue is fighting in real life is not simple. And advanced high end fighting is even more complex. But 5e doesn't and cannot display this due to the design goal restrictions on the class. On [B]Height[/B] there is[B] Bounded Accuracy[/B]. Because of Bonuses accuracy, you cannot even abstract the fighter' increated skill with the higher "to hit" or AC like the pass. The most the base class gets is a fighting style that offers +2 to hit with ranged weapons or +2 AC. Subclasses mostly offer limited use advantage to attack or a resource to roll a die to the to hit roll. On [B]Depth[/B] it is [B]Noob Friendliness. [/B]Basically the a significant part of community (not the designers, they attempted a Superiority dice base class feature in the fighter multiple times) deemed that the fighter most be the class for new players and (tipsy players). Therefore there had to be a core design of simplicity in options. And complexity added to the fighter therefore had to be balance to a fighter with a simple core class and a simple subclass. Most other RPGs, TT, P&P and Video game, shifted to having the barbarian be the noob class. Many have even done simple classes. Why isn't there a simple pew pew cantrip spammer? And in [B]Width[/B] is the [B]Combat Idiot.[/B] Basically there is a subset of the fandom who thinks the fighter could have a choosable base combat role. Guard fighters are lookouts. Scout fighters can sneak with the rogue. Noble fighters could be faces. Athlete fighters jump and carry the team literally. Etc. They wanted the fighter to have this be a choosable core option of the fighter. And there is a section of the fandom that HATES this idea. They want the core fighter too be balanced around being an unskilled combat monster who just fights. The [B]Fourth Dimension[/B] is [B]Mundane[/B]. We all know it. Some want the fighter to remain noticeably in reality. Others want it to break it a little. Others want it to break a lot None of these are bad alone. But ALL 4 together is limiting. And the community mostly agrees. Almost every group, DM, and player has a house rule, play style, or bias that removes or lessens one of these. I'm sure you do too. So why do we have a fighter class binded on 4 dimensions without any keys to unlock a side if [B]almost every fan[/B] wants to break one of the doors? [/QUOTE]
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