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<blockquote data-quote="mneme" data-source="post: 5709562" data-attributes="member: 59248"><p>FWIW: yes. For instance, I can execute a perfectly reasonable disarm/attack, where I trap my opponent's weapon between my off-hand (on the hilt) and my blade, making a nifty triangle between their arm, their blade, and my blade going into their side.</p><p></p><p>But I can't do that every fight. I can't even do that every day -- the situation has to be right.</p><p></p><p>Similarly, I've trained to perform a "passata-sotto" -- a counter-attack where I perform a backwards lunge against a high attack, placing my blade over my head, but it's -very- rare that the conditions are right for the attack.</p><p></p><p>Real fighters train in plenty of powerful, but situational moves which they don't use over and over again -- they use them only when the time is right. This is the kind of thing that is -hard- to simulate realistically in a RPG. But using a resource management technique like "daily attacks" doesn't do a half bad job of managing the appropriate pacing; it means the player is controlling when the situation arises, but there's nothing really wrong with that; the same kind of directoral approach also governs abilities like Second Chance.</p><p></p><p>Now, that said, there are plenty of people who prefer the "at will + Bonus" and lower resource management approach of the Essentials martial characters, and I see no reason the game shouldn't accomidate them. Similarly, there really -are- people who say "I don't want anything complicated, just give me a fighter" -- or even do that and then use actual roleplaying and planning to make their -own- complexity without needing a laundry list of powers, and for such players the E-classes are superior. I do enjoy playing wizard-like characters and always have, but them having their fun doesn't detract from mine--and who knows, I might join them at some point!</p></blockquote><p></p>
[QUOTE="mneme, post: 5709562, member: 59248"] FWIW: yes. For instance, I can execute a perfectly reasonable disarm/attack, where I trap my opponent's weapon between my off-hand (on the hilt) and my blade, making a nifty triangle between their arm, their blade, and my blade going into their side. But I can't do that every fight. I can't even do that every day -- the situation has to be right. Similarly, I've trained to perform a "passata-sotto" -- a counter-attack where I perform a backwards lunge against a high attack, placing my blade over my head, but it's -very- rare that the conditions are right for the attack. Real fighters train in plenty of powerful, but situational moves which they don't use over and over again -- they use them only when the time is right. This is the kind of thing that is -hard- to simulate realistically in a RPG. But using a resource management technique like "daily attacks" doesn't do a half bad job of managing the appropriate pacing; it means the player is controlling when the situation arises, but there's nothing really wrong with that; the same kind of directoral approach also governs abilities like Second Chance. Now, that said, there are plenty of people who prefer the "at will + Bonus" and lower resource management approach of the Essentials martial characters, and I see no reason the game shouldn't accomidate them. Similarly, there really -are- people who say "I don't want anything complicated, just give me a fighter" -- or even do that and then use actual roleplaying and planning to make their -own- complexity without needing a laundry list of powers, and for such players the E-classes are superior. I do enjoy playing wizard-like characters and always have, but them having their fun doesn't detract from mine--and who knows, I might join them at some point! [/QUOTE]
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