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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="DND_Reborn" data-source="post: 8537775" data-attributes="member: 6987520"><p>First off, great post!</p><p></p><p>If the DM house-rules Prodigy works for everyone (or I think Tasha's added something--I don't own it) then yes a feat can do it. We house-rule it for all races, but also allow background skill to gain expertise if you sack the other background skill.</p><p></p><p>And yes, I think it is a pity if DMs are too restrained by the Ability (Skill) link and don't use the variant rule of linking different abilities to different skills. IMO, that really should be the default and I don't think is too hard to do, but I could be wrong as I wasn't involved in the play testing.</p><p></p><p></p><p>Unfortunately, many people think MCing is broken in one way or another, and only about half the groups I've talked with allow it at all. This is where the new feats in Tasha's can help if you want that sort of thing. Personally, I want more defined niches, not more overlap, but that seems to be a minority old-school view.</p><p></p><p></p><p>Since 5E is supposed to be a team effort, in general I can agree. I don't need (or want really) my PC to be able handle all situations equally well, but since combat was generally made equally well, fighters lose out so I can understand the frustration some players feel.</p><p></p><p></p><p>Well, there is a difference between what amounts to heroic (or even superheroic) abilities and what you have as rules for exceeding your normal mundane limits. Yes, the barbarian and others might look sideways at it, but the fighter can stare right back and wonder why can't he rage, or smite, etc.</p><p></p><p></p><p>And I also understand the frustration of sifting through hundreds of posts at this point and trying to find example of possible solutions. It doesn't help that this thread (and the other) have multiple issues being addressed.</p><p></p><p>In short, my take is most people are general okay with fighters as far as raw damage goes. More tactical options/features would be nice, like the BM maneuvers. Some enhanced physical abilities to more mimic heroes of legend (up to the point of superheroic) is desired, and a chance to be impactful in exploration and social since everyone else gets to be impactful in combat.</p><p></p><p>The most basic ideas I have are move BM maneuvers to all fighters, house-rule special movement and carry capacity/lifting rules (again, to whatever degree of "heroic" you want), allow fighters to excel at athletics and leadership beyond (or at least to match) other classes, and finally to rein in on other classes so fighters truly are the best at combat.</p><p></p><p>To further help bridge the gap, I also propose limiting full casters a bit, and expanding levels into the epic tier (21-30) for the extremely powerful spells and build superhero-type features for non-spellcasters.</p><p></p><p>Finally, the purpose of the other thread was to try to gather ideas on how to accomplish those ideas and get feedback on the changes.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8537775, member: 6987520"] First off, great post! If the DM house-rules Prodigy works for everyone (or I think Tasha's added something--I don't own it) then yes a feat can do it. We house-rule it for all races, but also allow background skill to gain expertise if you sack the other background skill. And yes, I think it is a pity if DMs are too restrained by the Ability (Skill) link and don't use the variant rule of linking different abilities to different skills. IMO, that really should be the default and I don't think is too hard to do, but I could be wrong as I wasn't involved in the play testing. Unfortunately, many people think MCing is broken in one way or another, and only about half the groups I've talked with allow it at all. This is where the new feats in Tasha's can help if you want that sort of thing. Personally, I want more defined niches, not more overlap, but that seems to be a minority old-school view. Since 5E is supposed to be a team effort, in general I can agree. I don't need (or want really) my PC to be able handle all situations equally well, but since combat was generally made equally well, fighters lose out so I can understand the frustration some players feel. Well, there is a difference between what amounts to heroic (or even superheroic) abilities and what you have as rules for exceeding your normal mundane limits. Yes, the barbarian and others might look sideways at it, but the fighter can stare right back and wonder why can't he rage, or smite, etc. And I also understand the frustration of sifting through hundreds of posts at this point and trying to find example of possible solutions. It doesn't help that this thread (and the other) have multiple issues being addressed. In short, my take is most people are general okay with fighters as far as raw damage goes. More tactical options/features would be nice, like the BM maneuvers. Some enhanced physical abilities to more mimic heroes of legend (up to the point of superheroic) is desired, and a chance to be impactful in exploration and social since everyone else gets to be impactful in combat. The most basic ideas I have are move BM maneuvers to all fighters, house-rule special movement and carry capacity/lifting rules (again, to whatever degree of "heroic" you want), allow fighters to excel at athletics and leadership beyond (or at least to match) other classes, and finally to rein in on other classes so fighters truly are the best at combat. To further help bridge the gap, I also propose limiting full casters a bit, and expanding levels into the epic tier (21-30) for the extremely powerful spells and build superhero-type features for non-spellcasters. Finally, the purpose of the other thread was to try to gather ideas on how to accomplish those ideas and get feedback on the changes. [/QUOTE]
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