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<blockquote data-quote="bbjore" data-source="post: 5924572" data-attributes="member: 27539"><p>I think part of the issue isn't a lack of creativity as well. I playtested the fighter, I had a great axe, and I spammed the great axe attack over and over. Why? Because even if I tried to get really creative, chances are, the best idea was usually just lopping off heads with that great axe. </p><p></p><p>All these creative options people keep talking about, all this improvising, most of the time it boils down to some sort of flashy Jackie Chan style fight choreography that while looking cool, usually just prolongs the fight and is less effective than chopping off a monster's head with your basic attack. Damage is almost always better, and it's really hard to justify to the DM why my attack not only damages, but also pushes, knocks prone, or does something else cool as well. Yes, there are cool times to improvise, but a lot of times they're few and far between, or require elaborate set ups to work. It's usually just more effective to stab, stab, stab, and been done with it.</p><p></p><p>I think the game could go a long ways towards making combat tactical and interesting if most characters had a set of four or five simple options that could be added to this basic attack that they're expected to spam, things like a push an opponent back, knocking them down, or grant an ally advantage on their next attack.</p></blockquote><p></p>
[QUOTE="bbjore, post: 5924572, member: 27539"] I think part of the issue isn't a lack of creativity as well. I playtested the fighter, I had a great axe, and I spammed the great axe attack over and over. Why? Because even if I tried to get really creative, chances are, the best idea was usually just lopping off heads with that great axe. All these creative options people keep talking about, all this improvising, most of the time it boils down to some sort of flashy Jackie Chan style fight choreography that while looking cool, usually just prolongs the fight and is less effective than chopping off a monster's head with your basic attack. Damage is almost always better, and it's really hard to justify to the DM why my attack not only damages, but also pushes, knocks prone, or does something else cool as well. Yes, there are cool times to improvise, but a lot of times they're few and far between, or require elaborate set ups to work. It's usually just more effective to stab, stab, stab, and been done with it. I think the game could go a long ways towards making combat tactical and interesting if most characters had a set of four or five simple options that could be added to this basic attack that they're expected to spam, things like a push an opponent back, knocking them down, or grant an ally advantage on their next attack. [/QUOTE]
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