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Fixing the Fighter
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<blockquote data-quote="FireLance" data-source="post: 6068842" data-attributes="member: 3424"><p>I should point out that even if a game is designed mechanics first, it does not necessarily mean that everything else is neglected. Ideally, of course, mechanics and flavor support each other and work towards the same end, so it doesn't matter which came first. The real trade-offs take place when mechanics and flavor clash - e.g. when a mechanically sound element brings with it the need for new and different narration (non-magical hit point recovery, martial daily abilities, <em>come and get it</em>) or when flavorful game elements are cut or given narrow mechanical effects due to balance concerns (<em>charm person</em>, <em>polymorph</em>, <em>wish</em>).</p><p></p><p>Frankly, I had hoped that 5e would have given us the best of both worlds and left it up to the individual tables to decide what to cut from their own games. If you don't like non-magical hit point recovery, martial daily abilities and fighters with the ability to provoke opponents into making tactical blunders, just don't run games that feature them. Similarly, if you don't like the balance issues that arise from spells like <em>charm person</em>, <em>polymorph</em> and <em>wish</em>, leave them out of your games (or at least, out of the hands of the PCs).</p></blockquote><p></p>
[QUOTE="FireLance, post: 6068842, member: 3424"] I should point out that even if a game is designed mechanics first, it does not necessarily mean that everything else is neglected. Ideally, of course, mechanics and flavor support each other and work towards the same end, so it doesn't matter which came first. The real trade-offs take place when mechanics and flavor clash - e.g. when a mechanically sound element brings with it the need for new and different narration (non-magical hit point recovery, martial daily abilities, [I]come and get it[/I]) or when flavorful game elements are cut or given narrow mechanical effects due to balance concerns ([I]charm person[/I], [I]polymorph[/I], [I]wish[/I]). Frankly, I had hoped that 5e would have given us the best of both worlds and left it up to the individual tables to decide what to cut from their own games. If you don't like non-magical hit point recovery, martial daily abilities and fighters with the ability to provoke opponents into making tactical blunders, just don't run games that feature them. Similarly, if you don't like the balance issues that arise from spells like [I]charm person[/I], [I]polymorph[/I] and [I]wish[/I], leave them out of your games (or at least, out of the hands of the PCs). [/QUOTE]
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