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Fighter (Playtest 7)
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<blockquote data-quote="Chaosmancer" data-source="post: 9130864" data-attributes="member: 6801228"><p>Agreed</p><p></p><p></p><p></p><p>Disagree, because I'm not talking about mistakes. </p><p></p><p>A common problem you run into with lists of abilities like Manuevers is that some things are always useful, and some things are niche. Something like Precision Attack is always useful, as long as you expect to face combat. But something like Tactical Assessment which provides bonuses to Investigation, Insight and History rolls is far less generally useful. Same with Commanding Presence boosting Persuasion, Intimidation and Performance. </p><p></p><p>Now, I admit, with the new Tactical Mind ability, these two things can combine to be very reliable, but by allowing a long rest swapping, you don't have to feel like choosing to have good persuasion rolls means you are actively worse at combat. Because you only get three manuevers. And are you going to spend 1/3 of your manuevers on something you might do once or twice a campaign, or something you are going to do multiple times a session. </p><p></p><p>As for the "making the choices real", I'd ask you if spell selection for clerics, druids and wizards, all who can swap spells from a list per day, are not real choices that feel meaningful? I've never felt those choices were not real or weighty, so I don't see why doing the same here would make the choices meaningless.</p><p></p><p></p><p></p><p>Yeah, I'm not sure. A half-caster progression isn't terrible, and while it is stronger... Paladins, Rangers, and Artificers are all treated as equally melee capable as Fighters and Barbarians, and it does not take much of anything to get the "full martial package" so maybe increasing them to half casters just makes sense.</p><p></p><p></p><p></p><p>I think I agree.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9130864, member: 6801228"] Agreed Disagree, because I'm not talking about mistakes. A common problem you run into with lists of abilities like Manuevers is that some things are always useful, and some things are niche. Something like Precision Attack is always useful, as long as you expect to face combat. But something like Tactical Assessment which provides bonuses to Investigation, Insight and History rolls is far less generally useful. Same with Commanding Presence boosting Persuasion, Intimidation and Performance. Now, I admit, with the new Tactical Mind ability, these two things can combine to be very reliable, but by allowing a long rest swapping, you don't have to feel like choosing to have good persuasion rolls means you are actively worse at combat. Because you only get three manuevers. And are you going to spend 1/3 of your manuevers on something you might do once or twice a campaign, or something you are going to do multiple times a session. As for the "making the choices real", I'd ask you if spell selection for clerics, druids and wizards, all who can swap spells from a list per day, are not real choices that feel meaningful? I've never felt those choices were not real or weighty, so I don't see why doing the same here would make the choices meaningless. Yeah, I'm not sure. A half-caster progression isn't terrible, and while it is stronger... Paladins, Rangers, and Artificers are all treated as equally melee capable as Fighters and Barbarians, and it does not take much of anything to get the "full martial package" so maybe increasing them to half casters just makes sense. I think I agree. [/QUOTE]
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