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General Tabletop Discussion
*Dungeons & Dragons
Buffing the Champion Fighter
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<blockquote data-quote="Tony Vargas" data-source="post: 7177944" data-attributes="member: 996"><p>I have frequently heard this - actually, frequently heard more extreme characterizations of it, that a choiceless build like an old-school fighter, slayer or Champion virtually guarantees brilliant improvisation, while a build with many choices - casters in any edition - is just button-mashing.</p><p></p><p>IMX, the more different things a character can do, the more basis it has for improvising, especially when you get into things that play with reality, like spells tend to. </p><p>There are simply more tools to work with. </p><p></p><p>(Then there's the RP impetus to play a high-INT wizard as cleverer than a low-INT fighter...)</p><p></p><p> It is quite simple in some ways (minimizing the choices faced by the player both at chargen and in play), and I don't think it's three recharge abilities much hurt that. It helps, for instance, that there's no 'spontaneous casting' involved, you use Second Wind when you're hurt, Action Surge when you need that can of whoop-ass - you never have to worry about saving the one because you might need the other. </p><p>OTOH, making a critical choice like Style at 1st level is almost more of an issue - but, conveniently, the Champion gets a second style choice eventually. </p><p></p><p> Cunning Action still does some defined things with a bonus action. I suppose it lets you get more creative in the sense that you can do something that the DM rules would require two actions, if one of those two actions is available via Cunning Action....</p><p></p><p>But, you do feel that the old-school fighter /did/ support such things? It's not like it had anything like cunning action?</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7177944, member: 996"] I have frequently heard this - actually, frequently heard more extreme characterizations of it, that a choiceless build like an old-school fighter, slayer or Champion virtually guarantees brilliant improvisation, while a build with many choices - casters in any edition - is just button-mashing. IMX, the more different things a character can do, the more basis it has for improvising, especially when you get into things that play with reality, like spells tend to. There are simply more tools to work with. (Then there's the RP impetus to play a high-INT wizard as cleverer than a low-INT fighter...) It is quite simple in some ways (minimizing the choices faced by the player both at chargen and in play), and I don't think it's three recharge abilities much hurt that. It helps, for instance, that there's no 'spontaneous casting' involved, you use Second Wind when you're hurt, Action Surge when you need that can of whoop-ass - you never have to worry about saving the one because you might need the other. OTOH, making a critical choice like Style at 1st level is almost more of an issue - but, conveniently, the Champion gets a second style choice eventually. Cunning Action still does some defined things with a bonus action. I suppose it lets you get more creative in the sense that you can do something that the DM rules would require two actions, if one of those two actions is available via Cunning Action.... But, you do feel that the old-school fighter /did/ support such things? It's not like it had anything like cunning action? [/QUOTE]
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