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*Dungeons & Dragons
Buffing the Champion Fighter
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<blockquote data-quote="Quickleaf" data-source="post: 7178136" data-attributes="member: 20323"><p>It's a bit more nuanced than that. And I was speaking from actual play experience.</p><p></p><p>Briefly, I joined a group of friends for the tale end of a 3.5e game as a player. They were quite the creative bunch. Very creative spell uses. My friend C. was doing crazy monk shenanigans that I absolutely loved and made the game that much more fun. I observed the first game, realized they needed a tank type and proposed a fighter; the DM S. said since fighters were underpowered in 3.5e he'd instead recommend the knight class. I said sure!</p><p></p><p>Most of those same players were then in a 4e game I ran. What I noticed – and fully aware that coincidence does not mean causality – was a lot of staring at powers lists/cards trying to figure out which one to use. There was diminished creativity and increased analysis paralysis at the table. We still had a lot of fun, but my takeaway was that <em>a certain kind of excess of defined choices</em> has a negative effect on creative improvisation. </p><p></p><p>That may not have been the case at your table, but it certainly was at mine. I wasn't navel-gazing either; the former DM S. noticed the same thing and came to a similar conclusion as me.</p><p></p><p></p><p></p><p>Possibly. </p><p></p><p>What's interesting to me is how to evoke that creative improvisational play style for fighter players who are more focused on "in the moment action" than resource tracking or choosing options from a list during play.</p><p></p><p>For example:</p><p></p><p>[SECTION]<strong>Fighter's Grip.</strong> At 2nd level, you can change the grip on your weapon once per round on your turn or at the end of another creature's turn. With a different grip, you might stow and draw a weapon, temporarily hold a two-handed weapon in one hand or switch the number of hands used to wield a versatile weapon, adopt a more secure grip on a weapon imposing disadvantage on attempts to disarm you, or change the type of damage you deal with your weapon to another type the weapon reasonably is capable of. Additionally, equipping a shield only requires a bonus action for you.[/SECTION]</p><p></p><p>This supports a fighter doing medieval European fighting techniques like half-swording & mordhau. It empowers a fighter to have multiple weapons which are easily swapped around, but also to kill skeletons with a sword in a pinch. It allows for interesting strategies for freeing up a hand during a fight. It reduces the action penalty for equipping a shield. Generally, it enhances the options available in the heat of the moment without requiring the player to keep track of limited-use powers/resources.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7178136, member: 20323"] It's a bit more nuanced than that. And I was speaking from actual play experience. Briefly, I joined a group of friends for the tale end of a 3.5e game as a player. They were quite the creative bunch. Very creative spell uses. My friend C. was doing crazy monk shenanigans that I absolutely loved and made the game that much more fun. I observed the first game, realized they needed a tank type and proposed a fighter; the DM S. said since fighters were underpowered in 3.5e he'd instead recommend the knight class. I said sure! Most of those same players were then in a 4e game I ran. What I noticed – and fully aware that coincidence does not mean causality – was a lot of staring at powers lists/cards trying to figure out which one to use. There was diminished creativity and increased analysis paralysis at the table. We still had a lot of fun, but my takeaway was that [I]a certain kind of excess of defined choices[/I] has a negative effect on creative improvisation. That may not have been the case at your table, but it certainly was at mine. I wasn't navel-gazing either; the former DM S. noticed the same thing and came to a similar conclusion as me. Possibly. What's interesting to me is how to evoke that creative improvisational play style for fighter players who are more focused on "in the moment action" than resource tracking or choosing options from a list during play. For example: [SECTION][B]Fighter's Grip.[/B] At 2nd level, you can change the grip on your weapon once per round on your turn or at the end of another creature's turn. With a different grip, you might stow and draw a weapon, temporarily hold a two-handed weapon in one hand or switch the number of hands used to wield a versatile weapon, adopt a more secure grip on a weapon imposing disadvantage on attempts to disarm you, or change the type of damage you deal with your weapon to another type the weapon reasonably is capable of. Additionally, equipping a shield only requires a bonus action for you.[/SECTION] This supports a fighter doing medieval European fighting techniques like half-swording & mordhau. It empowers a fighter to have multiple weapons which are easily swapped around, but also to kill skeletons with a sword in a pinch. It allows for interesting strategies for freeing up a hand during a fight. It reduces the action penalty for equipping a shield. Generally, it enhances the options available in the heat of the moment without requiring the player to keep track of limited-use powers/resources. [/QUOTE]
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