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Companion thread to "5E Survivor - Subclasses (Part VI: Fighters)"
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<blockquote data-quote="Ancalagon" data-source="post: 8784170" data-attributes="member: 23"><p>As someone who's played a RK and had a great time:</p><p></p><p>1: You are still a fighter. You have abilities that make you bigger and better at grappling, do more damage, resist more damage... and a lot of the "magical abilities" are protective, allowing you to defend you party better -the RK is probably the best <em>tank</em> amongst the fighter (better than the cavalier). It <em>is</em> a "magical fighter" - same as the EK - but with a more primal feel, less "I spent a semester at wizard school". </p><p></p><p>2: The Runes are in the fluff. It's just that though - it could have been special crystals, alchemical extracts, etc etc. BUT having Runes that work in a <em>mechanical</em> way is quite challenging. As far the knight... that complain is valid for a lot of subclasses.</p><p></p><p>3: Giants are boring? Eh, they could be better, but I played in SKT and it was interesting.</p><p></p><p>4: That is an <em>excellent</em> point - and I give rune powers to giant "leaders". You know, to make them more interesting.</p><p></p><p>5: Balancing giants as a playable race is a nightmare. How many hp do you have at level 1? 3.X tried (somewhat) and it was wonky.</p><p></p><p>6: Could the runes be better? Yes. Could they be more balanced? Yes, but that's why level gating some of them was necessary I suppose. It is strange that the hill giant is so strong but here we are.</p><p></p><p>7: It's a ribbon feature, calm down <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>8: Once again, a valid complaint that is valid about a number of other subclasses...</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 8784170, member: 23"] As someone who's played a RK and had a great time: 1: You are still a fighter. You have abilities that make you bigger and better at grappling, do more damage, resist more damage... and a lot of the "magical abilities" are protective, allowing you to defend you party better -the RK is probably the best [I]tank[/I] amongst the fighter (better than the cavalier). It [I]is[/I] a "magical fighter" - same as the EK - but with a more primal feel, less "I spent a semester at wizard school". 2: The Runes are in the fluff. It's just that though - it could have been special crystals, alchemical extracts, etc etc. BUT having Runes that work in a [I]mechanical[/I] way is quite challenging. As far the knight... that complain is valid for a lot of subclasses. 3: Giants are boring? Eh, they could be better, but I played in SKT and it was interesting. 4: That is an [I]excellent[/I] point - and I give rune powers to giant "leaders". You know, to make them more interesting. 5: Balancing giants as a playable race is a nightmare. How many hp do you have at level 1? 3.X tried (somewhat) and it was wonky. 6: Could the runes be better? Yes. Could they be more balanced? Yes, but that's why level gating some of them was necessary I suppose. It is strange that the hill giant is so strong but here we are. 7: It's a ribbon feature, calm down ;) 8: Once again, a valid complaint that is valid about a number of other subclasses... [/QUOTE]
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