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<blockquote data-quote="mlund" data-source="post: 6050842" data-attributes="member: 50304"><p>I think they are on the right track at least as far as the need for a reliable, generic damage scaling mechanic for martial characters. The ability to convert into maneuvers should reflect the aptitude of the class. The expertise system should be unique to Martial characters only. Any class that uses magical powers in combat (primal, divine, arcane, psionic, or otherwise) should be shut out of the Expertise System entirely. Only multi-classing should create a character who has access to the Spell System and the Maneuvers System at the same time.</p><p></p><p>I shuddered when they mentioned giving the Paladin expertise dice. The last time they mentioned him his defining characteristic was Smite. If they give him Expertise dice just put him out to pasture along with his mount. The Paladin is defined by his Divine Power source. Keep him out of the Expertise pool. He's Faith-driven, not powered by Expertise.</p><p></p><p>As for a unique Fighter feature ...</p><p></p><p>I don't think no-cost Parry is the answer. I think the Fighter should be the only class with Parry on his list, though.</p><p></p><p>The unique feature that I think would help give the Fighter a unique talent AND help a bit with his deficits outside of Combat would be a Stunt maneuver. Just create something that rewards the Fighter for interacting with his environment through improvisation. Right now you usually just wind up regretting not swinging your sword for maximum damage.</p><p></p><p>I want to see fighters that leap from the saddle onto enemies with a thunderous crash. I want to see fighters that swing from chandeliers. I want to see Fighters that lift up a feast-hall table and toss it onto a trio of hobgoblins. I want to see Fighters wrestling a dire wolf's head under the waters of a fast-flowing river until the thing drowns to death.</p><p></p><p>Yes, there's no rule saying you can't do any of those things, but in general you look at your character sheet and figure out that the system is just going to kick you in the teeth for it, so why bother? You've got visible buttons to push and you're probably better off sticking to them.</p><p></p><p>Well the Fighter's unique feature should be a beautiful shiny button, a jolly candy-like button that says, "Have at it. Go nuts, kid," right there is raised lettering and bold type. Use the Expertise Dice as a guideline in terms of what the number crunching should work out to and let the player make a scene of it.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 6050842, member: 50304"] I think they are on the right track at least as far as the need for a reliable, generic damage scaling mechanic for martial characters. The ability to convert into maneuvers should reflect the aptitude of the class. The expertise system should be unique to Martial characters only. Any class that uses magical powers in combat (primal, divine, arcane, psionic, or otherwise) should be shut out of the Expertise System entirely. Only multi-classing should create a character who has access to the Spell System and the Maneuvers System at the same time. I shuddered when they mentioned giving the Paladin expertise dice. The last time they mentioned him his defining characteristic was Smite. If they give him Expertise dice just put him out to pasture along with his mount. The Paladin is defined by his Divine Power source. Keep him out of the Expertise pool. He's Faith-driven, not powered by Expertise. As for a unique Fighter feature ... I don't think no-cost Parry is the answer. I think the Fighter should be the only class with Parry on his list, though. The unique feature that I think would help give the Fighter a unique talent AND help a bit with his deficits outside of Combat would be a Stunt maneuver. Just create something that rewards the Fighter for interacting with his environment through improvisation. Right now you usually just wind up regretting not swinging your sword for maximum damage. I want to see fighters that leap from the saddle onto enemies with a thunderous crash. I want to see fighters that swing from chandeliers. I want to see Fighters that lift up a feast-hall table and toss it onto a trio of hobgoblins. I want to see Fighters wrestling a dire wolf's head under the waters of a fast-flowing river until the thing drowns to death. Yes, there's no rule saying you can't do any of those things, but in general you look at your character sheet and figure out that the system is just going to kick you in the teeth for it, so why bother? You've got visible buttons to push and you're probably better off sticking to them. Well the Fighter's unique feature should be a beautiful shiny button, a jolly candy-like button that says, "Have at it. Go nuts, kid," right there is raised lettering and bold type. Use the Expertise Dice as a guideline in terms of what the number crunching should work out to and let the player make a scene of it. - Marty Lund [/QUOTE]
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