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D&D Next Blog - The Fighter
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<blockquote data-quote="Crazy Jerome" data-source="post: 5814095" data-attributes="member: 54877"><p>This is the first poll that they've done since the L&L series started using them heavily last year, where I looked at the choices and thought, "Say What?" Glad they had a none of the above in there. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>The inherent reason why the fighter has been problematic is because everyone else, even the lowly wizard with his dagger and robes +1, get to use weapons and armor (well maybe "armor" for the wizard). And if you simply say the fighter is the "best" at those by tacking on plusses (or worse, flavor that doesn't mean anything in game, like lots of weapon proficiencies when all the weapons work the same), then there just isn't enough to work with. </p><p> </p><p>4E seeks to get around this by saying that there are some neat tricks the fighter can pull that are unique to him, which is a nice start but not sufficient for 5E, given how they had to narrow down the options to make this work. They also tried to give the fighter just a touch of a skills niche (particularly athletics), but the coarseness of the system mainly nullified that.</p><p> </p><p>So I'm fine with the fighter being pretty solid with most weapons, and hot with a few of them (though not necessarily the best possible archer or what not). He should be. But you really can't compensate enough there, in the vacuum of 3E and 4E weapons, to make that what the character is <strong>about</strong>. So let's see some other stuff, perhaps some of these:</p><ul> <li data-xf-list-type="ul">A skill break down that naturally gives the fighter a minor but real "skill monkey" option, mostly outside of combat.</li> <li data-xf-list-type="ul">Real differences in weapons (and maybe armor) so that the fighter being good with several can have real meaning, while more specialist characters like rangers and paladins are only good with a narrower set.</li> <li data-xf-list-type="ul">Follower rules that don't take so much time that no one can use them in combat, thus the fighter can lead followers in battle.</li> <li data-xf-list-type="ul">Rip the "customization" stuff out of "weapon specialization" and put it into roles--customize to excel in defending, or smacking, or anything that might fit a fighter character, or pick a mix.</li> <li data-xf-list-type="ul">Optionally, since the fighter is so unattached to other things, make him the go to guy for when you want a particular theme to "just work". You can play that noble wizard if you want, and it will do alright, but the fighter can naturally pick from a wider range.</li> </ul><p>There will be some edge cases that won't work. I can see archer being a potential bottleneck, but that's ok too. The problem with the fighter isn't with the fighter, but with the system around it. Fix the system issues, and most of the edge cases will straighten themselves out, or won't matter that much anymore with all the other possibilities now available.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5814095, member: 54877"] This is the first poll that they've done since the L&L series started using them heavily last year, where I looked at the choices and thought, "Say What?" Glad they had a none of the above in there. :D The inherent reason why the fighter has been problematic is because everyone else, even the lowly wizard with his dagger and robes +1, get to use weapons and armor (well maybe "armor" for the wizard). And if you simply say the fighter is the "best" at those by tacking on plusses (or worse, flavor that doesn't mean anything in game, like lots of weapon proficiencies when all the weapons work the same), then there just isn't enough to work with. 4E seeks to get around this by saying that there are some neat tricks the fighter can pull that are unique to him, which is a nice start but not sufficient for 5E, given how they had to narrow down the options to make this work. They also tried to give the fighter just a touch of a skills niche (particularly athletics), but the coarseness of the system mainly nullified that. So I'm fine with the fighter being pretty solid with most weapons, and hot with a few of them (though not necessarily the best possible archer or what not). He should be. But you really can't compensate enough there, in the vacuum of 3E and 4E weapons, to make that what the character is [B]about[/B]. So let's see some other stuff, perhaps some of these: [LIST] [*]A skill break down that naturally gives the fighter a minor but real "skill monkey" option, mostly outside of combat. [*]Real differences in weapons (and maybe armor) so that the fighter being good with several can have real meaning, while more specialist characters like rangers and paladins are only good with a narrower set. [*]Follower rules that don't take so much time that no one can use them in combat, thus the fighter can lead followers in battle. [*]Rip the "customization" stuff out of "weapon specialization" and put it into roles--customize to excel in defending, or smacking, or anything that might fit a fighter character, or pick a mix. [*]Optionally, since the fighter is so unattached to other things, make him the go to guy for when you want a particular theme to "just work". You can play that noble wizard if you want, and it will do alright, but the fighter can naturally pick from a wider range. [/LIST]There will be some edge cases that won't work. I can see archer being a potential bottleneck, but that's ok too. The problem with the fighter isn't with the fighter, but with the system around it. Fix the system issues, and most of the edge cases will straighten themselves out, or won't matter that much anymore with all the other possibilities now available. [/QUOTE]
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