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*Pathfinder & Starfinder
Daily Powers don't belong on the Fighter
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<blockquote data-quote="Lalato" data-source="post: 5932066" data-attributes="member: 9171"><p>I agree with you that for the wizard, that's a good use of his turn, but the fighter's niche is the consistent damage dealer in combat. If you start giving him other things to do, then that means someone else has to pick up his slack. I'm OK with someone else picking up the slack, the people at the gaming table have to be aware of that. When a player sits down at the table with "bag of tricks" fighter build that doesn't do damage, that's going to potentially cause problems. It's just something people have to be aware of before the start of the game.</p><p></p><p>I would much rather the fighter does at least some minor damage when tripping or anything else. If my fighter trips an opponent, you better believe he hit his opponent so hard that the poor fellow fell down and got hurt in the process. If my fighter disarms someone, he didn't just make a deft maneuver that disarmed his opponent, he got a slash on that hand causing damage. It doesn't have to be a lot of damage, it could even be trivial.</p><p></p><p>A fighter's job is to be good enough that even when he does a fancy maneuver, he still hurts his opponent. I would say this is one of the things that 4e got right.</p><p></p><p></p><p></p><p>So wait a minute, the fighter is boring because all he gets to do is roll a d20 and swing his weapon. So the way to make him exciting is to just roll another attack that's just the same?</p><p></p><p>And yes, it does slow things down, because each attack is a separate siloed thing. Each one is rolled and calculated separately. Your examples of fireball damage and healing are all done at once and totaled as one action. Where fireball does slow things down is with saves. The DM still has to roll saves for each affected creature.</p><p></p><p>Anyway, I think it's better to have more varied and interesting attack options than to have multiple attacks that are essentially the same thing over and over again.</p></blockquote><p></p>
[QUOTE="Lalato, post: 5932066, member: 9171"] I agree with you that for the wizard, that's a good use of his turn, but the fighter's niche is the consistent damage dealer in combat. If you start giving him other things to do, then that means someone else has to pick up his slack. I'm OK with someone else picking up the slack, the people at the gaming table have to be aware of that. When a player sits down at the table with "bag of tricks" fighter build that doesn't do damage, that's going to potentially cause problems. It's just something people have to be aware of before the start of the game. I would much rather the fighter does at least some minor damage when tripping or anything else. If my fighter trips an opponent, you better believe he hit his opponent so hard that the poor fellow fell down and got hurt in the process. If my fighter disarms someone, he didn't just make a deft maneuver that disarmed his opponent, he got a slash on that hand causing damage. It doesn't have to be a lot of damage, it could even be trivial. A fighter's job is to be good enough that even when he does a fancy maneuver, he still hurts his opponent. I would say this is one of the things that 4e got right. So wait a minute, the fighter is boring because all he gets to do is roll a d20 and swing his weapon. So the way to make him exciting is to just roll another attack that's just the same? And yes, it does slow things down, because each attack is a separate siloed thing. Each one is rolled and calculated separately. Your examples of fireball damage and healing are all done at once and totaled as one action. Where fireball does slow things down is with saves. The DM still has to roll saves for each affected creature. Anyway, I think it's better to have more varied and interesting attack options than to have multiple attacks that are essentially the same thing over and over again. [/QUOTE]
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Daily Powers don't belong on the Fighter
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