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Fixing the fighter (I know...)
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<blockquote data-quote="Ratskinner" data-source="post: 7830050" data-attributes="member: 6688937"><p>A lot of stuff came in early like that (Rogues, Rangers, Dwarfs, etc). It made sense at the time. A good portion of the players still looked upon characters as more like game-pieces in a tomb-robbing/murderhobo not-quite-board game, so statting up abilities to differentiate them made sense. For playing through adventure stories...not so much.</p><p></p><p></p><p></p><p>A friend of mine and I sometimes kick around the idea that (if you wanted to get closer to adventure fiction, not necessarily myths) a game should have two superclasses: Hero and Companion.:</p><p></p><p>Heroes would be Fighter++ or Rogue++ I suppose. They are competent and capable of a wide variety of stuff (probably you'd pick some packages for specialization/flavor). Companions would get much more focused abilities like bestial strength (think Chewbacca or Ookla the Mok) or magic. Companions would also come with a severe limitation or deficiency to which Heroes are not subject.</p><p></p><p>For additional narrative/story interest...Heroes each have a Heroic Task to pick (Destroy Vader, unite the clans, fend off the orc invasion, avenge my parents, whatever.) Possibly they should have a villainous Archenemy or Nemesis to represent the task. A Hero cannot die until this task is at the point of climax/success, perhaps not even then unless its a fight with the archenemy. Fall off a cliff? Nope, the hero is dangling from a root. Overwhelmed in battle? You're not left to die on the battlefield, you were knocked out or pinned under a horse. Whatever happens, the hero cannot die. At worst he will be captured and taken back to the villainous archenemy. Maybe even include some kind of lasting "Trauma" that the hero has to work off later, kind of like a mini-Heroic Task. (Optionally, you could include a "Vulnerability" which would be a person, situation, or enemy that is the only actual threat to the hero.)</p><p></p><p>Instead of XP, there is a list of Heroic Achievements. Achieve one and you level up, done. Companions only level up when their associated hero does. While heroes always improve with level. Companions also get closer to retirement, and so they weaken or flanderize as the story goes on.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7830050, member: 6688937"] A lot of stuff came in early like that (Rogues, Rangers, Dwarfs, etc). It made sense at the time. A good portion of the players still looked upon characters as more like game-pieces in a tomb-robbing/murderhobo not-quite-board game, so statting up abilities to differentiate them made sense. For playing through adventure stories...not so much. A friend of mine and I sometimes kick around the idea that (if you wanted to get closer to adventure fiction, not necessarily myths) a game should have two superclasses: Hero and Companion.: Heroes would be Fighter++ or Rogue++ I suppose. They are competent and capable of a wide variety of stuff (probably you'd pick some packages for specialization/flavor). Companions would get much more focused abilities like bestial strength (think Chewbacca or Ookla the Mok) or magic. Companions would also come with a severe limitation or deficiency to which Heroes are not subject. For additional narrative/story interest...Heroes each have a Heroic Task to pick (Destroy Vader, unite the clans, fend off the orc invasion, avenge my parents, whatever.) Possibly they should have a villainous Archenemy or Nemesis to represent the task. A Hero cannot die until this task is at the point of climax/success, perhaps not even then unless its a fight with the archenemy. Fall off a cliff? Nope, the hero is dangling from a root. Overwhelmed in battle? You're not left to die on the battlefield, you were knocked out or pinned under a horse. Whatever happens, the hero cannot die. At worst he will be captured and taken back to the villainous archenemy. Maybe even include some kind of lasting "Trauma" that the hero has to work off later, kind of like a mini-Heroic Task. (Optionally, you could include a "Vulnerability" which would be a person, situation, or enemy that is the only actual threat to the hero.) Instead of XP, there is a list of Heroic Achievements. Achieve one and you level up, done. Companions only level up when their associated hero does. While heroes always improve with level. Companions also get closer to retirement, and so they weaken or flanderize as the story goes on. [/QUOTE]
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