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General Tabletop Discussion
*Dungeons & Dragons
Fixing the Fighter: The Zouave
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<blockquote data-quote="Undrave" data-source="post: 7842849" data-attributes="member: 7015698"><p>Again: <strong>Everybody has backgrounds! </strong>That's the default, the baseline. The fact that some classes pile stuff on top while others DON'T is a problem!</p><p></p><p><strong>Skill checks are also the baseline.</strong> Everybody gets to do them, but some classes have ways to mitigate the effect of randomness on the result. Interesting crunchy ways. The Fighter doesn't. That is also a problem.</p><p></p><p>Furthermore, I'm sorry, but I can't accept handwaving mechanical issues with some "<em>DM may I</em>" principle like 'backstory' because all games are different.</p><p></p><p>When I joined a game that was underway I eventually had a chance to change my character and I went out of my way to pick the Hermit background and integrate its 'discovery' feature into the lore that had been developed for the game so far. My DM never did anything with it. Ever. All it did for me was give me a useless Religion proficiency... so excuse me for being dubious of this kind of 'patch'.</p><p></p><p></p><p></p><p></p><p>I don't think D&D doesn't support it, but I would argue that the default fluff, <em>which in turns informs the design of the mechanics</em>, is not that. It doesn't meant that it's not supported, only that when building, say a new subclass, you can't forget the default fluff. Fluff is mutable in your own game but I think a solid basic concept need to exist for the classes when designing them.</p><p></p><p>Oofta's idea about the Blacksmith who then only uses hammers as a Fighter is pretty neat. I think that sort of integration is probably key to transition from 'no class' to 'level 1'.</p><p></p><p>I actually think a poll would be interesting to see what everybody interprets as the basic fluff. Maybe specifically just the fighter?</p><p></p><p>In any case, nothing says your character can't receive class training WHILE they are a farmer or a blacksmith or whatever day job they have. Rather, it seems to be expected in some of the more obvious class+background combinations (like Acolyte + Cleric/Paladin, Soldier + Fighter, Criminal + Rogue, etc.). The idea is that you have a bunch of proficiency, skills and abilities at level 1 and those don't come out of nowhere just because your village was razed by goblins last week. Heck, maybe you've been level 1 for a long while and only now just decided to apply these skills to adventuring.</p><p></p><p>And as for the all weapons training thing, it's called out in the class description again:</p></blockquote><p></p>
[QUOTE="Undrave, post: 7842849, member: 7015698"] Again: [B]Everybody has backgrounds! [/B]That's the default, the baseline. The fact that some classes pile stuff on top while others DON'T is a problem! [B]Skill checks are also the baseline.[/B] Everybody gets to do them, but some classes have ways to mitigate the effect of randomness on the result. Interesting crunchy ways. The Fighter doesn't. That is also a problem. Furthermore, I'm sorry, but I can't accept handwaving mechanical issues with some "[I]DM may I[/I]" principle like 'backstory' because all games are different. When I joined a game that was underway I eventually had a chance to change my character and I went out of my way to pick the Hermit background and integrate its 'discovery' feature into the lore that had been developed for the game so far. My DM never did anything with it. Ever. All it did for me was give me a useless Religion proficiency... so excuse me for being dubious of this kind of 'patch'. I don't think D&D doesn't support it, but I would argue that the default fluff, [I]which in turns informs the design of the mechanics[/I], is not that. It doesn't meant that it's not supported, only that when building, say a new subclass, you can't forget the default fluff. Fluff is mutable in your own game but I think a solid basic concept need to exist for the classes when designing them. Oofta's idea about the Blacksmith who then only uses hammers as a Fighter is pretty neat. I think that sort of integration is probably key to transition from 'no class' to 'level 1'. I actually think a poll would be interesting to see what everybody interprets as the basic fluff. Maybe specifically just the fighter? In any case, nothing says your character can't receive class training WHILE they are a farmer or a blacksmith or whatever day job they have. Rather, it seems to be expected in some of the more obvious class+background combinations (like Acolyte + Cleric/Paladin, Soldier + Fighter, Criminal + Rogue, etc.). The idea is that you have a bunch of proficiency, skills and abilities at level 1 and those don't come out of nowhere just because your village was razed by goblins last week. Heck, maybe you've been level 1 for a long while and only now just decided to apply these skills to adventuring. And as for the all weapons training thing, it's called out in the class description again: [/QUOTE]
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Fixing the Fighter: The Zouave
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