Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Expertise Dice - some problems and some solutions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Li Shenron" data-source="post: 6050476" data-attributes="member: 1465"><p>I strongly disagree for a variety of reasons.</p><p></p><p>1) I do not understand why would you like a simpler fighter, and then suggest that every class (including the fighter) is complicated with your point-based system.</p><p></p><p>There are classes in the game (basically all spellcasters) that by nature are complex enough to play even if you don't give them anything more than their basic vancian (or similar) spellcasting. Personally I don't want them to be by default more complicated than that (but I'm totally ok if a player has options for more complexity) so that even my casual players can play a Wizard just because they think the idea is cool.</p><p></p><p>Fighter has always been the simplest class, exactly because of lack of a unique mechanic. But ED allowed the non-casual players to play a single-class Fighter in a more complex way; the beauty of ED was that the casual player who really wants to keep it as simple as possible, could just default to Deadly Strike every round (no slow down, they just know they roll 2 damage dice instead of one) and losing only in terms of tactical flexibility but not in terms of effectiveness.</p><p></p><p>These (and making the Fighter more unique) are the reasons why I like ED as a Fighter-unique mechanic, but I don't want it to be given to other classes.</p><p></p><p>2) The argument about feats must be put in the right perspective. What is really important is that <em>narratively</em> there is nothing that a character couldn't do because there's a Fighter-only option for it. I mean, just because there's an ED ability called "parry" doesn't mean that the other characters cannot parry, it only means that they cannot use that specific <em>mechanic</em> called "parry".</p><p></p><p>If they really want the specific <em>mechanic</em>, there is always multiclassing.</p><p></p><p>EDIT: Where I totally agree with you is that if you make such system available across all classes, then it actually becomes a nice optional layer of complexity. That would be totally fine, and I think your point-based system itself is interesting (thus I disagree with your premises, but I think your proposal itself will probably work nicely).</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6050476, member: 1465"] I strongly disagree for a variety of reasons. 1) I do not understand why would you like a simpler fighter, and then suggest that every class (including the fighter) is complicated with your point-based system. There are classes in the game (basically all spellcasters) that by nature are complex enough to play even if you don't give them anything more than their basic vancian (or similar) spellcasting. Personally I don't want them to be by default more complicated than that (but I'm totally ok if a player has options for more complexity) so that even my casual players can play a Wizard just because they think the idea is cool. Fighter has always been the simplest class, exactly because of lack of a unique mechanic. But ED allowed the non-casual players to play a single-class Fighter in a more complex way; the beauty of ED was that the casual player who really wants to keep it as simple as possible, could just default to Deadly Strike every round (no slow down, they just know they roll 2 damage dice instead of one) and losing only in terms of tactical flexibility but not in terms of effectiveness. These (and making the Fighter more unique) are the reasons why I like ED as a Fighter-unique mechanic, but I don't want it to be given to other classes. 2) The argument about feats must be put in the right perspective. What is really important is that [I]narratively[/I] there is nothing that a character couldn't do because there's a Fighter-only option for it. I mean, just because there's an ED ability called "parry" doesn't mean that the other characters cannot parry, it only means that they cannot use that specific [I]mechanic[/I] called "parry". If they really want the specific [I]mechanic[/I], there is always multiclassing. EDIT: Where I totally agree with you is that if you make such system available across all classes, then it actually becomes a nice optional layer of complexity. That would be totally fine, and I think your point-based system itself is interesting (thus I disagree with your premises, but I think your proposal itself will probably work nicely). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Expertise Dice - some problems and some solutions
Top