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Buffing the Champion Fighter
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<blockquote data-quote="Tony Vargas" data-source="post: 7178187" data-attributes="member: 996"><p>I'm sure you were, and I don't find that terribly convincing. The idea that creative play is killed by choices seems like nonsense to me. It's not particularly nuanced, and I, too, am speaking from actual play experience, I saw lots of 'creative' (if not abusive) improv in many editions of D&D, almost always in the form of doing something off-label with a spell or magic item. </p><p></p><p>Now, there's probably a line for most folks where you get enough choices that you don't much feel the /need/ to improv anymore, because anything you think of is already there. I don't think there's anything wrong with crossing that line, and certainly don't see why it should be drawn the same for everyone, <em>based on character class...</em></p><p></p><p> Yep, heard that story many times during the edition war. No one ever could explain why half a dozen powers produced decision paralysis in 4e, while dozens of spells only stimulated further creativity in every other edition. </p><p></p><p>So it can't be anything to do with the number of choices. Perhaps, to put it as charitably as possible, it's more to do with the unfamiliarity of the system in general, or, more specifically, of having more choices available to certain classes or character concepts. </p><p></p><p></p><p></p><p> 'Stunting' sub-systems are ideal for that sort of thing. More 'narrative' systems like FATE can go there pretty easily. I've seen it done in 13A, which, as a d20 game, would be readily adaptable to 5e, but I can't say I cared for the results (the particular trick that GM implemented was to allow a player to describe a stunt, make a check to pull it off, and thus earn a numeric bonus, failure brought a penalty dreamed up by the DM. On balance, the bonus wasn't worth it). </p><p></p><p>Ironically, 4e had a sort of stunting system, the infamous 'page 42.' </p><p></p><p></p><p>But, I think the real key is to look back at what the system that gave you the desired experience did to support it: <em>nothing.</em></p><p></p><p>You want to improv, declare an improvised action, and hold on. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>You don't need to add anything, and, more importantly, you never had to take anything away in the first place.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7178187, member: 996"] I'm sure you were, and I don't find that terribly convincing. The idea that creative play is killed by choices seems like nonsense to me. It's not particularly nuanced, and I, too, am speaking from actual play experience, I saw lots of 'creative' (if not abusive) improv in many editions of D&D, almost always in the form of doing something off-label with a spell or magic item. Now, there's probably a line for most folks where you get enough choices that you don't much feel the /need/ to improv anymore, because anything you think of is already there. I don't think there's anything wrong with crossing that line, and certainly don't see why it should be drawn the same for everyone, [i]based on character class...[/i] Yep, heard that story many times during the edition war. No one ever could explain why half a dozen powers produced decision paralysis in 4e, while dozens of spells only stimulated further creativity in every other edition. So it can't be anything to do with the number of choices. Perhaps, to put it as charitably as possible, it's more to do with the unfamiliarity of the system in general, or, more specifically, of having more choices available to certain classes or character concepts. 'Stunting' sub-systems are ideal for that sort of thing. More 'narrative' systems like FATE can go there pretty easily. I've seen it done in 13A, which, as a d20 game, would be readily adaptable to 5e, but I can't say I cared for the results (the particular trick that GM implemented was to allow a player to describe a stunt, make a check to pull it off, and thus earn a numeric bonus, failure brought a penalty dreamed up by the DM. On balance, the bonus wasn't worth it). Ironically, 4e had a sort of stunting system, the infamous 'page 42.' But, I think the real key is to look back at what the system that gave you the desired experience did to support it: [i]nothing.[/i] You want to improv, declare an improvised action, and hold on. ;) You don't need to add anything, and, more importantly, you never had to take anything away in the first place. [/QUOTE]
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