Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
From specialization to diversification: Choice & playing a fighter
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="TwinBahamut" data-source="post: 5848982" data-attributes="member: 32536"><p>Weapon choice should certainly be an important part of the Fighter. That said, I don't think it should be the sole domain of the Fighter. Any system that is designed to make weapon choice important should be available to any character who uses weapons, whether that is a Fighter, a Paladin, a Ranger, or whatever. Nonetheless, these different classes should be able to interact and take advantage of that weapon-uniqueness system in their own ways.</p><p></p><p>Generally, I favor the idea that the uniqueness of a weapon should be inherent to the weapon itself, rather than to the abilities gained by specializing in that weapon. This is the only way for one of the Fighter's rather distinct trait as a "skilled wielder of any weapon" to actually be useful. If you need to invest heavily in a weapon to unlock its abilities, then it is impossible for a true master of versatility to exist. However, I also think there should be room for characters to specialize and enhance the base characteristics of their weapons. So, you need both weapons that are inherently unique, and the ability to further specialize to further bring out that uniqueness.</p><p></p><p>My preference would be a return to something that I believe was introduced back in the BECMI books: tiered weapon skill levels. I'll admit I don't know how those rules worked, never having seen them myself, but I really like the idea of them, and I would much rather see those than the Simple/Martial?Exotic weapon system of 3E and 4E. With such a system, any given weapon can have a number of special abilities, properties, or powers that are available based on how much skill the user has. For example, a saber/katana type sword could give even a basic-level wielder of the weapon a bonus to cavalry combat, but a master-level wielder would be able to perform an iaijutsu unsheathing strike with the blade. Fighters would start with a advanced level of skill with any weapon, whereas a Wizard may lack any such skill whatsoever, a Cleric may only have advanced skill in two weapons, and a true Weaponmaster would have supreme skill in a single weapon type.</p><p></p><p>This is probably an amount of complexity beyond what you would expect in the simplest form of the game, but it seems like the best way to really make weapon choice meaningful in a modular manner without resorting to overly complex weapon effectiveness charts.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 5848982, member: 32536"] Weapon choice should certainly be an important part of the Fighter. That said, I don't think it should be the sole domain of the Fighter. Any system that is designed to make weapon choice important should be available to any character who uses weapons, whether that is a Fighter, a Paladin, a Ranger, or whatever. Nonetheless, these different classes should be able to interact and take advantage of that weapon-uniqueness system in their own ways. Generally, I favor the idea that the uniqueness of a weapon should be inherent to the weapon itself, rather than to the abilities gained by specializing in that weapon. This is the only way for one of the Fighter's rather distinct trait as a "skilled wielder of any weapon" to actually be useful. If you need to invest heavily in a weapon to unlock its abilities, then it is impossible for a true master of versatility to exist. However, I also think there should be room for characters to specialize and enhance the base characteristics of their weapons. So, you need both weapons that are inherently unique, and the ability to further specialize to further bring out that uniqueness. My preference would be a return to something that I believe was introduced back in the BECMI books: tiered weapon skill levels. I'll admit I don't know how those rules worked, never having seen them myself, but I really like the idea of them, and I would much rather see those than the Simple/Martial?Exotic weapon system of 3E and 4E. With such a system, any given weapon can have a number of special abilities, properties, or powers that are available based on how much skill the user has. For example, a saber/katana type sword could give even a basic-level wielder of the weapon a bonus to cavalry combat, but a master-level wielder would be able to perform an iaijutsu unsheathing strike with the blade. Fighters would start with a advanced level of skill with any weapon, whereas a Wizard may lack any such skill whatsoever, a Cleric may only have advanced skill in two weapons, and a true Weaponmaster would have supreme skill in a single weapon type. This is probably an amount of complexity beyond what you would expect in the simplest form of the game, but it seems like the best way to really make weapon choice meaningful in a modular manner without resorting to overly complex weapon effectiveness charts. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
From specialization to diversification: Choice & playing a fighter
Top