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General Tabletop Discussion
*Pathfinder & Starfinder
Expertise Dice Not Necessarily Fighter Exclusive
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<blockquote data-quote="triqui" data-source="post: 5996889" data-attributes="member: 57948"><p>My personal problem with 3.X fighters, is that they are dull. And Fighter is my favourite class, ever (I like Conan over Gandalf), and I'm currently playing a PF fighter, which I love Roleplaying-wise, but I dislike mechanic-wise.</p><p></p><p>The problem with basic feats and basic static modifiers, is that the character is dull. Yes, it can be balanced. It can be even overpowering (a 2hander specialist in PF is close to OP in the pure damage aspect) But it's dull. And it's so, because the mechanics HAVE to be watered down, because they lack a resource system. Take for example, the Trip mechanic. A fighter with improved trip, can become a trip machine. As he can trip as much as he wants, every single attack from every round in every combat every day, then we have only two options: either "trip" is very weak, or the tripping machine is very powerful. I could say the same about "whirlwind", or "disarm" or whatever other maneuver. If they are, all of them, "at will", and no cost, they have to be watered down, because otherwise, they'll be overpowered.</p><p></p><p>I understand (and even support), that AEDU might not be the best idea for Fighters. It's ok. Then you need a *different* approach. But you still need to give them some kind of resource management. Combat superioriy is a fair attempt. It gives some kind of resource to those of us who want the fighter having something cool to do besides "power attack". And those who doesn't want to mess their perfectly fine fighters with static bonuses, can just convert those CS dice into pure damage (which is a kind of static bonus). </p><p></p><p>So we can have the chocolate and the peanut butter. Imho, it's the best thing in this playtest round. YMMV, of course.</p></blockquote><p></p>
[QUOTE="triqui, post: 5996889, member: 57948"] My personal problem with 3.X fighters, is that they are dull. And Fighter is my favourite class, ever (I like Conan over Gandalf), and I'm currently playing a PF fighter, which I love Roleplaying-wise, but I dislike mechanic-wise. The problem with basic feats and basic static modifiers, is that the character is dull. Yes, it can be balanced. It can be even overpowering (a 2hander specialist in PF is close to OP in the pure damage aspect) But it's dull. And it's so, because the mechanics HAVE to be watered down, because they lack a resource system. Take for example, the Trip mechanic. A fighter with improved trip, can become a trip machine. As he can trip as much as he wants, every single attack from every round in every combat every day, then we have only two options: either "trip" is very weak, or the tripping machine is very powerful. I could say the same about "whirlwind", or "disarm" or whatever other maneuver. If they are, all of them, "at will", and no cost, they have to be watered down, because otherwise, they'll be overpowered. I understand (and even support), that AEDU might not be the best idea for Fighters. It's ok. Then you need a *different* approach. But you still need to give them some kind of resource management. Combat superioriy is a fair attempt. It gives some kind of resource to those of us who want the fighter having something cool to do besides "power attack". And those who doesn't want to mess their perfectly fine fighters with static bonuses, can just convert those CS dice into pure damage (which is a kind of static bonus). So we can have the chocolate and the peanut butter. Imho, it's the best thing in this playtest round. YMMV, of course. [/QUOTE]
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