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General Tabletop Discussion
*Dungeons & Dragons
Buffing the Champion Fighter
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<blockquote data-quote="Quickleaf" data-source="post: 7177571" data-attributes="member: 20323"><p>[MENTION=57494]Xeviat[/MENTION] thanks for starting this discussion - lots of interesting points of view! </p><p></p><p> [MENTION=6777737]Bacon Bits[/MENTION] I appreciated your actual play report of a champion fighter you ran though 16th level. Very insightful.</p><p></p><p> [MENTION=15700]Sacrosanct[/MENTION] I think I'm close to "target audience" for the champion fighter – I like simple design & the feel of a classic fighter – but even with my old school aesthetics, I find it... uninspiring. I'm going to come at this from a different direction. Some of my fondest memories of D&D were of friend J. playing a fighter in AD&D2e and just coming up with all sorts of wild ideas based on knowledge of a whole range of topics (he was a SCA guy and very crafty and well-educated). Very little of the awesome stuff had to do with the game system...maybe the "multiple attacks against hordes" played into a few sessions...as did the Planewalker Fighter kit IIRC... but most of the cool stuff happened <em>in spite of</em> his fighter being kind of mediocre compared to the wizard. </p><p></p><p>What stood out to me was how we embraced creativity. It's true I also embraced creativity for the wizard player...but there was something <em>integral</em> to J.'s playing a fighter armed only with wits and blade that lent itself to a creative/improvisational style where he was constantly looking for ways to:</p><ul> <li data-xf-list-type="ul">turn enemies against one another.</li> <li data-xf-list-type="ul">turn the environment against enemies.</li> <li data-xf-list-type="ul">optimize equipment against enemies.</li> <li data-xf-list-type="ul">argue for maneuvers or advantages apropos of the situation.</li> </ul><p></p><p>To me "old school" fighter design has two parts. </p><p></p><p>The first is <strong>simplicity</strong>. Here the champion fighter succeeds (and may indeed be <em>too</em> complex due to the 5e fighter chassis with action surge, second wind, and indomitable to keep track of).</p><p></p><p>But the second would be supporting that old school <strong>creative/improvisational style</strong> in a way <em>unique</em> from other classes (esp. spellcasting classes). The champion fighter doesn't do that, and I think it's a shame. An example of supporting that style would be the rogue's Cunning Action – lots of ways to have fun with that.</p><p></p><p>To me, that's an interesting design challenge!</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7177571, member: 20323"] [MENTION=57494]Xeviat[/MENTION] thanks for starting this discussion - lots of interesting points of view! [MENTION=6777737]Bacon Bits[/MENTION] I appreciated your actual play report of a champion fighter you ran though 16th level. Very insightful. [MENTION=15700]Sacrosanct[/MENTION] I think I'm close to "target audience" for the champion fighter – I like simple design & the feel of a classic fighter – but even with my old school aesthetics, I find it... uninspiring. I'm going to come at this from a different direction. Some of my fondest memories of D&D were of friend J. playing a fighter in AD&D2e and just coming up with all sorts of wild ideas based on knowledge of a whole range of topics (he was a SCA guy and very crafty and well-educated). Very little of the awesome stuff had to do with the game system...maybe the "multiple attacks against hordes" played into a few sessions...as did the Planewalker Fighter kit IIRC... but most of the cool stuff happened [i]in spite of[/i] his fighter being kind of mediocre compared to the wizard. What stood out to me was how we embraced creativity. It's true I also embraced creativity for the wizard player...but there was something [I]integral[/I] to J.'s playing a fighter armed only with wits and blade that lent itself to a creative/improvisational style where he was constantly looking for ways to: [list][*]turn enemies against one another. [*]turn the environment against enemies. [*]optimize equipment against enemies. [*]argue for maneuvers or advantages apropos of the situation.[/list] To me "old school" fighter design has two parts. The first is [B]simplicity[/B]. Here the champion fighter succeeds (and may indeed be [I]too[/I] complex due to the 5e fighter chassis with action surge, second wind, and indomitable to keep track of). But the second would be supporting that old school [B]creative/improvisational style[/B] in a way [I]unique[/I] from other classes (esp. spellcasting classes). The champion fighter doesn't do that, and I think it's a shame. An example of supporting that style would be the rogue's Cunning Action – lots of ways to have fun with that. To me, that's an interesting design challenge! [/QUOTE]
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Buffing the Champion Fighter
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