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General Tabletop Discussion
*Dungeons & Dragons
Class variants: ranger, fighter, and others ("Class X" series)
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<blockquote data-quote="Quickleaf" data-source="post: 6677410" data-attributes="member: 20323"><p>[MENTION=6787234]peterka99[/MENTION] Thanks for the heads up! He does an impressive table in the end of many traits and their point values in his system.</p><p></p><p>Also, congrats on transitioning your 9 year-old out of "murder hobo" mode <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> [MENTION=92511]steeldragons[/MENTION] Just posted my thoughts on your Cavalier - it looks really good!</p><p></p><p>Conceptually, my design directive for the fighter is threefold:</p><p></p><ol> <li data-xf-list-type="ol"><strong>What a Fighter Is:</strong> The fighter is about <u>armed combat prowess, staying power, and reputation/renown</u>. He should be the best in the game at these compared to other classes. Every design decision in the class and the sub-classes should go back to this mandate. Note that armed combat prowess is not the end all, be all of the fighter as I see it.</li> <li data-xf-list-type="ol"><strong>Complexity Toggle / Weapon Mastery:</strong> Fighting styles are active talents the player uses, rather than the mostly passive features presented in the PHB. You determine which weapon groups you focus on based on the talents you choose. You also determine the complexity of your fighter based on the talents you choose (some are "advanced" and some are "simple").</li> <li data-xf-list-type="ol"><strong>Thematically Flavorful Sub-classes:</strong> Because the question of complexity/simplicity is shunted to the fighting talents, sub-classes are a place to explore narratively meaningful differences between various types of fighters. Somewhere around 4-6 feels about right. In this system, the Eldritch Knight would be an option too, since it does a decent job of capturing a particular niche.</li> </ol></blockquote><p></p>
[QUOTE="Quickleaf, post: 6677410, member: 20323"] [MENTION=6787234]peterka99[/MENTION] Thanks for the heads up! He does an impressive table in the end of many traits and their point values in his system. Also, congrats on transitioning your 9 year-old out of "murder hobo" mode :) [MENTION=92511]steeldragons[/MENTION] Just posted my thoughts on your Cavalier - it looks really good! Conceptually, my design directive for the fighter is threefold: [list=1][*][B]What a Fighter Is:[/B] The fighter is about [U]armed combat prowess, staying power, and reputation/renown[/U]. He should be the best in the game at these compared to other classes. Every design decision in the class and the sub-classes should go back to this mandate. Note that armed combat prowess is not the end all, be all of the fighter as I see it. [*][B]Complexity Toggle / Weapon Mastery:[/B] Fighting styles are active talents the player uses, rather than the mostly passive features presented in the PHB. You determine which weapon groups you focus on based on the talents you choose. You also determine the complexity of your fighter based on the talents you choose (some are "advanced" and some are "simple"). [*][B]Thematically Flavorful Sub-classes:[/B] Because the question of complexity/simplicity is shunted to the fighting talents, sub-classes are a place to explore narratively meaningful differences between various types of fighters. Somewhere around 4-6 feels about right. In this system, the Eldritch Knight would be an option too, since it does a decent job of capturing a particular niche.[/list] [/QUOTE]
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