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Fixing the Fighter
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<blockquote data-quote="CleverNickName" data-source="post: 6068323" data-attributes="member: 50987"><p>This is a difficult topic for me, and it never goes well in 5E discussion threads. But I've resigned myself to always being outside of popular opinion when it comes to fighters. I've made my peace with it. But here it is: the fighter is my favorite class, and has been for the last 20 years or so. And the version that got it "right," in my opinion, was the Moldvay BECM rules.</p><p></p><p><strong>The BECM fighter is straightforward.</strong> It is a character with a weapon, who hits creatures with it, and hits them better than anyone else in the game does. Anything else is covered with flavor text, backstory, and behavior--all of which are open to the imagination (not itemized in lists) and controlled by the player (not the rules). The difference between a Samurai and a Spartan is found in the player's imagination and style of play...not the PHB.</p><p></p><p><strong>The BECM fighter is simple to learn. </strong> There aren't fifteen different tricks or tactics or superhero powers that need to be learned in order to play the BECM fighter, and you don't need battlegrids and minis to simulate combat with it. I understand the urge to rid the hobby of "n00b classes," but remember: there will always be newcomers to the game (or at least we hope there will be.) And not everyone who chooses to play the game will end up being a lifelong hobby gamer like some of us...some only want to hang out and play the game for an evening, while visiting from out of town or whatever. We like to make fun of newcomers, tease them about their lack of knowledge, and complain about the need for "dumbing-down" the rules for them...but remember: they aren't going to go away. More to the point: we don't want them to go away.</p><p></p><p><strong>The BECM fighter is, compared to the other classes, the closest we have to a historic analog.</strong> Some of us are running historic, rather than fantastic, game settings. The BECM fighter is the closest thing we have for a "regular guy hero" who doesn't throw fireballs, raise the dead, or skulk around in the shadows...but triumphs over evil nonetheless through skill with their weapon alone: the Spartans, the Vikings, the Samurai, the Amazons...just to name a few. We all have different play styles and different definitions of what it means to be a hero...and for better or worse, this is mine.</p><p></p><p>The trend today is to add things to the fighter class, usually under the premise of "giving it more options" or "making it more versatile" (which, from what I can tell, can be summed up with "making it more like a wuxia comic book character"). But the more things we add to it, the farther away we push it from the three things I listed above. Again, most people seem to think this is a good thing. I disagree.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 6068323, member: 50987"] This is a difficult topic for me, and it never goes well in 5E discussion threads. But I've resigned myself to always being outside of popular opinion when it comes to fighters. I've made my peace with it. But here it is: the fighter is my favorite class, and has been for the last 20 years or so. And the version that got it "right," in my opinion, was the Moldvay BECM rules. [B]The BECM fighter is straightforward.[/B] It is a character with a weapon, who hits creatures with it, and hits them better than anyone else in the game does. Anything else is covered with flavor text, backstory, and behavior--all of which are open to the imagination (not itemized in lists) and controlled by the player (not the rules). The difference between a Samurai and a Spartan is found in the player's imagination and style of play...not the PHB. [B]The BECM fighter is simple to learn. [/B] There aren't fifteen different tricks or tactics or superhero powers that need to be learned in order to play the BECM fighter, and you don't need battlegrids and minis to simulate combat with it. I understand the urge to rid the hobby of "n00b classes," but remember: there will always be newcomers to the game (or at least we hope there will be.) And not everyone who chooses to play the game will end up being a lifelong hobby gamer like some of us...some only want to hang out and play the game for an evening, while visiting from out of town or whatever. We like to make fun of newcomers, tease them about their lack of knowledge, and complain about the need for "dumbing-down" the rules for them...but remember: they aren't going to go away. More to the point: we don't want them to go away. [B]The BECM fighter is, compared to the other classes, the closest we have to a historic analog.[/B] Some of us are running historic, rather than fantastic, game settings. The BECM fighter is the closest thing we have for a "regular guy hero" who doesn't throw fireballs, raise the dead, or skulk around in the shadows...but triumphs over evil nonetheless through skill with their weapon alone: the Spartans, the Vikings, the Samurai, the Amazons...just to name a few. We all have different play styles and different definitions of what it means to be a hero...and for better or worse, this is mine. The trend today is to add things to the fighter class, usually under the premise of "giving it more options" or "making it more versatile" (which, from what I can tell, can be summed up with "making it more like a wuxia comic book character"). But the more things we add to it, the farther away we push it from the three things I listed above. Again, most people seem to think this is a good thing. I disagree. [/QUOTE]
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