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D&D 5E - What I'd like to see.
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<blockquote data-quote="Water Bob" data-source="post: 5873859" data-attributes="member: 92305"><p>Mages have all these cool and exciting options. Traditionally, fighters, don't. Unearthed Arcana in 1E AD&D brought in a few things, like weapon specialization. Then, in 2E AD&D, supplemental books brought in shield bashes and differences in fighting styles.</p><p> </p><p>3E really did the most for fighters, via the Feat system. And, as 3E progressed, we started to see more, like the combat maneuvers (disarm, sunder, trip, and the like). The Conan RPG has tons more.</p><p> </p><p>What I'd like to see in 5E is this type of thing taken even further. I'd like to see the differences (in a mechanical way) in fighting with a spear vs. a short sword.</p><p> </p><p>Yeah, I know, there's stuff in the game already that speaks to this area, but I'd like to see more, cleaner, rules central to the game. I'd like it when I see a fighter to see different types. I'd like it to be a viable option to not wear armor (and I'd like to see more realistic armors in the game--the old Paladin in Hell illustration with the knight in full plate armor needs to stay in the older editions). </p><p> </p><p>I don't think the Codex Martials has it completely "right", but I like where it was going. Each weapon has a different modifier for onset range, regular melee, and defense.</p><p> </p><p>So, some weapons are great for offence but not so much for defense. Reach, weapon weight, and maneuverablity play a part.</p><p> </p><p>But, I don't want to see the game get bogged down--I'd like these ideas implented in a fun, intuitive, easy-to-play way.</p><p> </p><p>I'd like the rules to allow for specialized fighters with the half naked, barefooted barbarian from the jungles of Chult, using a primitive spear and knife chipped from obsidion to be just as effective as the sabre wielding pirate who just jumped off the ship wearing a steel breastplate.</p><p> </p><p>I'd like there to be pros and cons to using weapons. And, I'd like to see some stat requirements for weapons, so that the player will match the character with the best type of weapon for him--based on his skills and stats. I don't want to see weakling characters using two-handed swords. And, I want to see a character making the most out of the weapon best suited to the character's ability--and that weapon may not be the one that delivers the most damage.</p><p> </p><p>This is pretty much how I play my Conan RPG campaign now, but I'd jump for joy if I saw that 5E were going to take this ball and run with it.</p><p> </p><p> </p><p> </p><p>Part of the fighter game could be about figuring out how to fight a foe. I want to see more along the lines of the feint and demoralize options. I want to see knockdowns and situations where the best option is to drop your sword and grapple your foe. If the thing I'm fighting has long reach tentacles, then the best method to counter this type of attack that my character knows is to do X. But, when I'm fighting the little halfling thief that wields two daggers, I'll use combat stance Y.</p><p> </p><p>You get the idea.</p><p> </p><p>I want combat in the game to be fun and engaging with lots of options and specializations--where the player has to think a bit more about tactics than just rushing in and engaging the enemy in melee.</p><p> </p><p>No more I-swing-you-swing-and-our-hit-points-go-down. What I want to see is player tactics and strategy, using the characters best features, but not allowing all fighters to be everything to every type of fighting with all weapons.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5873859, member: 92305"] Mages have all these cool and exciting options. Traditionally, fighters, don't. Unearthed Arcana in 1E AD&D brought in a few things, like weapon specialization. Then, in 2E AD&D, supplemental books brought in shield bashes and differences in fighting styles. 3E really did the most for fighters, via the Feat system. And, as 3E progressed, we started to see more, like the combat maneuvers (disarm, sunder, trip, and the like). The Conan RPG has tons more. What I'd like to see in 5E is this type of thing taken even further. I'd like to see the differences (in a mechanical way) in fighting with a spear vs. a short sword. Yeah, I know, there's stuff in the game already that speaks to this area, but I'd like to see more, cleaner, rules central to the game. I'd like it when I see a fighter to see different types. I'd like it to be a viable option to not wear armor (and I'd like to see more realistic armors in the game--the old Paladin in Hell illustration with the knight in full plate armor needs to stay in the older editions). I don't think the Codex Martials has it completely "right", but I like where it was going. Each weapon has a different modifier for onset range, regular melee, and defense. So, some weapons are great for offence but not so much for defense. Reach, weapon weight, and maneuverablity play a part. But, I don't want to see the game get bogged down--I'd like these ideas implented in a fun, intuitive, easy-to-play way. I'd like the rules to allow for specialized fighters with the half naked, barefooted barbarian from the jungles of Chult, using a primitive spear and knife chipped from obsidion to be just as effective as the sabre wielding pirate who just jumped off the ship wearing a steel breastplate. I'd like there to be pros and cons to using weapons. And, I'd like to see some stat requirements for weapons, so that the player will match the character with the best type of weapon for him--based on his skills and stats. I don't want to see weakling characters using two-handed swords. And, I want to see a character making the most out of the weapon best suited to the character's ability--and that weapon may not be the one that delivers the most damage. This is pretty much how I play my Conan RPG campaign now, but I'd jump for joy if I saw that 5E were going to take this ball and run with it. Part of the fighter game could be about figuring out how to fight a foe. I want to see more along the lines of the feint and demoralize options. I want to see knockdowns and situations where the best option is to drop your sword and grapple your foe. If the thing I'm fighting has long reach tentacles, then the best method to counter this type of attack that my character knows is to do X. But, when I'm fighting the little halfling thief that wields two daggers, I'll use combat stance Y. You get the idea. I want combat in the game to be fun and engaging with lots of options and specializations--where the player has to think a bit more about tactics than just rushing in and engaging the enemy in melee. No more I-swing-you-swing-and-our-hit-points-go-down. What I want to see is player tactics and strategy, using the characters best features, but not allowing all fighters to be everything to every type of fighting with all weapons. [/QUOTE]
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