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Complex fighter pitfalls
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<blockquote data-quote="Pickles JG" data-source="post: 5959636" data-attributes="member: 61501"><p>This has drifted far away from the simple vs complex issue & has dragged in a lot of other ones the game has pretty much always had.</p><p> </p><p>Simple Vs Complex</p><p>I like characters with a suite of baked in cool things to do. These need not be superman powerful they can just be small breaks in the rules. As a dwarf fighter in 4e I loved second wind in the middle of a fight for free. I loved soaking up more damage than anyone else & I like having an influence even when I miss, by marking & by positioning (as an aside I do not enjoy 4e strikers much as they tend to live or die by doing lots of damage & need to hit to do so, most of the other roles can have an influence even if they are not chewing through HP). </p><p>These do not require herculean abilities they are much more McClane level but they </p><p>were at least partly active. My favourite power Come & Get it is at the very least cinematic if not mind controlling but it's fun to use </p><p>As well as options in combat I like to build my character so that it feels mine. Even if I build a character that always does the same couple of attack routines if these are distinctively mine then I am happier than I was in 1e where felt fighters were created by the DM being characterised by whatever magic items they were lucky enough to find. This is a separate complaxity issue for the game.</p><p> </p><p>Demigodly vs The Infinite Flexibility of Magic</p><p> </p><p>The power level debate thoroughly muddied the complexity issue. WOTC could easily create a simple superpowerful fighter. Earlier editions did this <em>at high level</em> as fighters could take inhuman amounts of damage & fight things far bigger than they have any right to attract the attention of. Simple powerlevel is not the issue here , for me it is clearly templated options. However this raises the other issue D&D has had in that the quality of the game changes with level really dramatically from the fresh of the farm level 1guys to the dimension changing high level ones. </p><p> </p><p>If you want a gritty D&D game then you are limited to about 5th level before things start getting very odd. 4e could have been designed to go from low heroic to high heroic rather than to its epic high level play as the progression is much flatter & easier to keep even flatter.</p><p>Earlier editions just require rebuilding to stay in any normal fantasy style after midd levels especially if they are supposed to be coexisting with those low level characters. </p><p> </p><p>I have not seen any comment from the 5e team as to what level the game is going to be pitched at & whether it is intended that it stay more closely at that level or if it will have its usual spectacular power gain.</p></blockquote><p></p>
[QUOTE="Pickles JG, post: 5959636, member: 61501"] This has drifted far away from the simple vs complex issue & has dragged in a lot of other ones the game has pretty much always had. Simple Vs Complex I like characters with a suite of baked in cool things to do. These need not be superman powerful they can just be small breaks in the rules. As a dwarf fighter in 4e I loved second wind in the middle of a fight for free. I loved soaking up more damage than anyone else & I like having an influence even when I miss, by marking & by positioning (as an aside I do not enjoy 4e strikers much as they tend to live or die by doing lots of damage & need to hit to do so, most of the other roles can have an influence even if they are not chewing through HP). These do not require herculean abilities they are much more McClane level but they were at least partly active. My favourite power Come & Get it is at the very least cinematic if not mind controlling but it's fun to use As well as options in combat I like to build my character so that it feels mine. Even if I build a character that always does the same couple of attack routines if these are distinctively mine then I am happier than I was in 1e where felt fighters were created by the DM being characterised by whatever magic items they were lucky enough to find. This is a separate complaxity issue for the game. Demigodly vs The Infinite Flexibility of Magic The power level debate thoroughly muddied the complexity issue. WOTC could easily create a simple superpowerful fighter. Earlier editions did this [I]at high level[/I] as fighters could take inhuman amounts of damage & fight things far bigger than they have any right to attract the attention of. Simple powerlevel is not the issue here , for me it is clearly templated options. However this raises the other issue D&D has had in that the quality of the game changes with level really dramatically from the fresh of the farm level 1guys to the dimension changing high level ones. If you want a gritty D&D game then you are limited to about 5th level before things start getting very odd. 4e could have been designed to go from low heroic to high heroic rather than to its epic high level play as the progression is much flatter & easier to keep even flatter. Earlier editions just require rebuilding to stay in any normal fantasy style after midd levels especially if they are supposed to be coexisting with those low level characters. I have not seen any comment from the 5e team as to what level the game is going to be pitched at & whether it is intended that it stay more closely at that level or if it will have its usual spectacular power gain. [/QUOTE]
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