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*Dungeons & Dragons
Fixing the Fighter
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6068233" data-attributes="member: 882"><p>My main gripe with the fighter in all recent iterations is the emphasis on round-by-round resources. I understand that the traditional fighter, in many people's minds, was someone who could keep swinging his sword all day, and in many cases was simple enough to play in a way that meant you only swung your sword all day. I think that insisting on round-by-round resources *does* limit the effectiveness of any special attacks that might be optioned - in particular as the current system has you trading damage in for doing anything else. Rare is the occasion that bringing an enemy closer to death is not as useful as something else. But we can't just have the Fighter dishing out status effects like candy, and I remember at some point there was some awful tradeoff system, like called shots, to exchange to-hit for effects. This still isn't satisfying. I would desperately like to see Fighters, and the physical combat system, move to an encounter-based fatigue system. Points to be spent on fancy effects, which might just include more damage, but that should primarily come from just being good at fighting. Combat is brutal - you tire fast, but a short rest and you'll be ready for another.</p><p></p><p>On the matter of 'defender' powers and abilities, well, I thought marking was a bit of an ugly way to control target selection. It had the weird effect of putting Fighters off of having too great an AC and felt a bit too easy to achieve, especially if you picked up some area powers from other classes (that guy is fireballing us, but he's somehow intimidating me in a way that wizard doesn't!). Plus you could only intercept once, so things got weird when several marked enemies still suffered a penalty after you demonstrate you can't reaction-attack the second guy who goes for the Wizard. So, I'm more in the camp of not letting the enemies reach your back lines, rather than penalising them if they choose to go there. I'd like to see an aura effect, which can work without a grid - something simple like all enemies who are in melee with you, or your allies in the same melee (a connectedness effect that incentivises a character that needs defending to get to the fighter) do reduced damage, or have a harder time hitting - I think the parry/shield maneuver could be made a simple flat number that always applies as DR, and if you opt for the sword and board it also helps your nearby allies.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6068233, member: 882"] My main gripe with the fighter in all recent iterations is the emphasis on round-by-round resources. I understand that the traditional fighter, in many people's minds, was someone who could keep swinging his sword all day, and in many cases was simple enough to play in a way that meant you only swung your sword all day. I think that insisting on round-by-round resources *does* limit the effectiveness of any special attacks that might be optioned - in particular as the current system has you trading damage in for doing anything else. Rare is the occasion that bringing an enemy closer to death is not as useful as something else. But we can't just have the Fighter dishing out status effects like candy, and I remember at some point there was some awful tradeoff system, like called shots, to exchange to-hit for effects. This still isn't satisfying. I would desperately like to see Fighters, and the physical combat system, move to an encounter-based fatigue system. Points to be spent on fancy effects, which might just include more damage, but that should primarily come from just being good at fighting. Combat is brutal - you tire fast, but a short rest and you'll be ready for another. On the matter of 'defender' powers and abilities, well, I thought marking was a bit of an ugly way to control target selection. It had the weird effect of putting Fighters off of having too great an AC and felt a bit too easy to achieve, especially if you picked up some area powers from other classes (that guy is fireballing us, but he's somehow intimidating me in a way that wizard doesn't!). Plus you could only intercept once, so things got weird when several marked enemies still suffered a penalty after you demonstrate you can't reaction-attack the second guy who goes for the Wizard. So, I'm more in the camp of not letting the enemies reach your back lines, rather than penalising them if they choose to go there. I'd like to see an aura effect, which can work without a grid - something simple like all enemies who are in melee with you, or your allies in the same melee (a connectedness effect that incentivises a character that needs defending to get to the fighter) do reduced damage, or have a harder time hitting - I think the parry/shield maneuver could be made a simple flat number that always applies as DR, and if you opt for the sword and board it also helps your nearby allies. [/QUOTE]
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Fixing the Fighter
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