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General Tabletop Discussion
*Pathfinder & Starfinder
Crazy thought 'bout Fighters, Wizards, and progressions
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<blockquote data-quote="Banshee16" data-source="post: 5828487" data-attributes="member: 7883"><p>This was what the whole "powers" system introduced in the Book of Nine Swords, and then replicated across all of 4E was supposed to fix.</p><p></p><p>But they didn't have to ruin spellcasters, in order to make fighters more fun. There were dynamic, powerful combat options for fighters as far back as 1st Ed. via selections of weapon manoeuvers etc. I think they could go that way with martial characters, while retaining the spellcasting system and flexibility for spellcasters.</p><p></p><p>If you want to fly, don't be a fighter. But if you want to be able to ginsu opponents, and just be the absolute terror on the battlefield, with a bunch of movement, attack, defense manoeuvers that you can deploy when needed, that give you extra advantages in different combat situations, then the fighter should be the main choice. And the mechanics should support that. Get rid of the whole daily/encounter/at will thing though.</p><p></p><p>There have been great ideas suggested in Dragon Magazine over the years, and I think some of them could be effectively used to make melee combat interesting without taking the toys away from the spellcasters. I mean, I used plenty of those options in 1st Ed., 2nd Ed., and 3rd Ed. (when I played Swashbuckling Adventures), and the fighters didn't miss that they weren't flying.....they were too busy parrying opposing attacks, riposting, marking opponents, tripping them, making called shots to blind, hamstring etc. There were all these options, and the fighters were *dangerous*.</p><p></p><p>I think part of the problem is when the core game gives all the options to spellcasters, then streamlines things for the martial characters. I think that's where the problems start. Give the martial characters options, and I think the problem largely disappears.</p><p></p><p>Banshee</p></blockquote><p></p>
[QUOTE="Banshee16, post: 5828487, member: 7883"] This was what the whole "powers" system introduced in the Book of Nine Swords, and then replicated across all of 4E was supposed to fix. But they didn't have to ruin spellcasters, in order to make fighters more fun. There were dynamic, powerful combat options for fighters as far back as 1st Ed. via selections of weapon manoeuvers etc. I think they could go that way with martial characters, while retaining the spellcasting system and flexibility for spellcasters. If you want to fly, don't be a fighter. But if you want to be able to ginsu opponents, and just be the absolute terror on the battlefield, with a bunch of movement, attack, defense manoeuvers that you can deploy when needed, that give you extra advantages in different combat situations, then the fighter should be the main choice. And the mechanics should support that. Get rid of the whole daily/encounter/at will thing though. There have been great ideas suggested in Dragon Magazine over the years, and I think some of them could be effectively used to make melee combat interesting without taking the toys away from the spellcasters. I mean, I used plenty of those options in 1st Ed., 2nd Ed., and 3rd Ed. (when I played Swashbuckling Adventures), and the fighters didn't miss that they weren't flying.....they were too busy parrying opposing attacks, riposting, marking opponents, tripping them, making called shots to blind, hamstring etc. There were all these options, and the fighters were *dangerous*. I think part of the problem is when the core game gives all the options to spellcasters, then streamlines things for the martial characters. I think that's where the problems start. Give the martial characters options, and I think the problem largely disappears. Banshee [/QUOTE]
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Crazy thought 'bout Fighters, Wizards, and progressions
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