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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Expertise Dice Not Necessarily Fighter Exclusive
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<blockquote data-quote="I'm A Banana" data-source="post: 5996810" data-attributes="member: 2067"><p>To me, that just seems like semantic tap-dancing. A mechanic encourages a certain feel. The fighter's current mechanic cultivates a feel of spontaneous reaction to the ever-changing landscape of battle. If you're going to make a Warlord as an independent class, they SHOULDN'T be stealing that vibe. Fighters can dynamically react and master the flow of a fight. Warlords should have a mechanic (if they are their own class) that reflects their OWN way of being awesome. Perhaps they pre-plan, perhaps they organize, perhaps they empower, perhaps they just shout a bunch. If they HAVE to bite the fighter's style, then they don't need to be their own unique class. "Fighters who can also shout healing" isn't very unique. </p><p></p><p></p><p></p><p>You don't. You need to pick one archetype that appeals to you, and trust that the designers have done their jobs to make that archetype a fun experience. If you're a big dork like ME, you need to learn about 17 different mechanics, but that's all opt-in. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Ah, but that's part of the problem -- like 3e's caster levels. In that case, if you don't take an Expertise class, you're suddenly "hurting your Expertise potential," in exchange for a subsystem that doesn't grant you something that empowers your already-existing abilities.</p><p></p><p>It's better to avoid that sort of obvious mechanical synergy, making multiclassing a choice of personal preference and character ability suites, not one of automatic min/maxing and trap choices.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5996810, member: 2067"] To me, that just seems like semantic tap-dancing. A mechanic encourages a certain feel. The fighter's current mechanic cultivates a feel of spontaneous reaction to the ever-changing landscape of battle. If you're going to make a Warlord as an independent class, they SHOULDN'T be stealing that vibe. Fighters can dynamically react and master the flow of a fight. Warlords should have a mechanic (if they are their own class) that reflects their OWN way of being awesome. Perhaps they pre-plan, perhaps they organize, perhaps they empower, perhaps they just shout a bunch. If they HAVE to bite the fighter's style, then they don't need to be their own unique class. "Fighters who can also shout healing" isn't very unique. You don't. You need to pick one archetype that appeals to you, and trust that the designers have done their jobs to make that archetype a fun experience. If you're a big dork like ME, you need to learn about 17 different mechanics, but that's all opt-in. ;) Ah, but that's part of the problem -- like 3e's caster levels. In that case, if you don't take an Expertise class, you're suddenly "hurting your Expertise potential," in exchange for a subsystem that doesn't grant you something that empowers your already-existing abilities. It's better to avoid that sort of obvious mechanical synergy, making multiclassing a choice of personal preference and character ability suites, not one of automatic min/maxing and trap choices. [/QUOTE]
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Expertise Dice Not Necessarily Fighter Exclusive
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