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Class Analysis: Fighter and Bard
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<blockquote data-quote="Andor" data-source="post: 6364533" data-attributes="member: 1879"><p>I'm telling you you're badly misreading my words. Power is a general term and applys to many endevours. If the power you're talking about is trouncing people in melee combat the fighter butchers the wizard, as your own chart shows. As <strong>your</strong> own posts indicate however you are fully aware that the disparity between a Wizard and a Fighter does not lie in DPS. </p><p></p><p>So how do you accomplish Non-DPS actions in D&D? Skills. Feats. Spells. Class Features. </p><p></p><p>Class features are to me the crudest way to do things, because I don't generally like to view classes as existing in some tangible sense within the game world, YMMV. If you give a high level fighter the ability to throw a boulder across a continent, why can't the Barbarian do it?</p><p></p><p>Now the problem you seem to be having is that the most potent abilities tend to lie under the heading of spells. Some characters don't have access to those abilities and you want them to have equivilent tricks. Or actually you don't, but you won't admit that.</p><p></p><p></p><p></p><p>Of course it's magic. It's a myth and he is a Mythical hero. If you want to make a counter-arguement kindly make a video of yourself holding your breath for 5 days. Physically possible? No? Then it's magic.</p><p></p><p>D&D is set in a magic reality, but the baseline day to day experience of people in that world is essentially identical to ours, unless you bring in "magic". It has to be so or the experience of that reality becomes so abstract to the players that immersion in the game or sympathy to the plight of the characters is harder to generate. Abstractness of in world effects was one of the major complaints leveled at 4e and WotC had to move back from that to achieve primary design goals. So to move to levels of wahoo past the action movie threshold you need to label the effect magical.</p><p></p><p>More to the point let's give you everything you asked for. Okay? Your fighter can now hold his breath for 5 days. He can swin a freezing tempest wearing full plate. He can rip a leg off the Tarrasque and beat a dragon to death with it.</p><p></p><p>Happy? No, you're not, because we have done exactly nothing to address your actual problem which is that the Wizard can still fly, teleport, speak with the dead, or conjure a house. The cleric can bring back the dead or speak with the Gods. No matter how Hulk like you are, you're still stuck resolving problems with violence.</p><p></p><p>It's bad form to quote myself but I'll repeat the point you ignored.</p><p></p><p></p><p></p><p>At the end of the day the question you need to ask is, can I have fun playing D&D? If you can't is it really because Beowulf needed to say a 10 minute chant before holding his breath for a day? Because that's all 5e asks him to do.</p></blockquote><p></p>
[QUOTE="Andor, post: 6364533, member: 1879"] I'm telling you you're badly misreading my words. Power is a general term and applys to many endevours. If the power you're talking about is trouncing people in melee combat the fighter butchers the wizard, as your own chart shows. As [b]your[/b] own posts indicate however you are fully aware that the disparity between a Wizard and a Fighter does not lie in DPS. So how do you accomplish Non-DPS actions in D&D? Skills. Feats. Spells. Class Features. Class features are to me the crudest way to do things, because I don't generally like to view classes as existing in some tangible sense within the game world, YMMV. If you give a high level fighter the ability to throw a boulder across a continent, why can't the Barbarian do it? Now the problem you seem to be having is that the most potent abilities tend to lie under the heading of spells. Some characters don't have access to those abilities and you want them to have equivilent tricks. Or actually you don't, but you won't admit that. Of course it's magic. It's a myth and he is a Mythical hero. If you want to make a counter-arguement kindly make a video of yourself holding your breath for 5 days. Physically possible? No? Then it's magic. D&D is set in a magic reality, but the baseline day to day experience of people in that world is essentially identical to ours, unless you bring in "magic". It has to be so or the experience of that reality becomes so abstract to the players that immersion in the game or sympathy to the plight of the characters is harder to generate. Abstractness of in world effects was one of the major complaints leveled at 4e and WotC had to move back from that to achieve primary design goals. So to move to levels of wahoo past the action movie threshold you need to label the effect magical. More to the point let's give you everything you asked for. Okay? Your fighter can now hold his breath for 5 days. He can swin a freezing tempest wearing full plate. He can rip a leg off the Tarrasque and beat a dragon to death with it. Happy? No, you're not, because we have done exactly nothing to address your actual problem which is that the Wizard can still fly, teleport, speak with the dead, or conjure a house. The cleric can bring back the dead or speak with the Gods. No matter how Hulk like you are, you're still stuck resolving problems with violence. It's bad form to quote myself but I'll repeat the point you ignored. At the end of the day the question you need to ask is, can I have fun playing D&D? If you can't is it really because Beowulf needed to say a 10 minute chant before holding his breath for a day? Because that's all 5e asks him to do. [/QUOTE]
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