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Giving fighters something to do.
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<blockquote data-quote="RangerWickett" data-source="post: 1891930" data-attributes="member: 63"><p>Okay, obviously I don't have the numbers straight as far as who does how much damage. Let me state what I want, rather than what I want to change:</p><p></p><ul> <li data-xf-list-type="ul">People of a certain class should be particularly well-suited to taking out opponents of the same class, if you assume a default build of that class. So fighters are best for dealing with fighters, spellcasters with spellcasters, and sneaks with sneaks. This should not be rock-paper-scissors where fighter beats rogue, rogue beats mage, mage beats fighter. I enjoy duels, when two similar foes have a test of skill, and the better one wins (perhaps with help from an ally if the situation is dire).</li> <li data-xf-list-type="ul">Everyone should be able to deal damage to everyone else in a pinch, but different classes would have different specialties. Fighters should be good at taking care of foes of great physical might, like huge monsters with lots of hit points. Rogues should be good when the group coordinates their attacks, but vulnerable on their own. Mages should be good against groups of weaker foes, and should be useful at removing defenses of singular foes.</li> <li data-xf-list-type="ul">Short of catching someone off guard and assassinating them, people should last several rounds of combat. Defeating a foe that is of the same power level as you or higher should be an exercise in degrees. Perhaps you first flank them, then wound them, then kill them with a critical hit or coup de grace. Perhaps you lower their mental defenses, then enscorcle their mind, then kill them with a death spell. Perhaps you feint them, disable some aspect of their physical defenses (shield, armor), then kill them with a strike to their weak spot.</li> <li data-xf-list-type="ul">Spellcasters, as they improve in power, have to increase their combat and utility magic separately, so a mage who deals tons of damage won't overshadow the party with having more nifty tricks outside of combat. Mundane skill training should also be able to reach seemingly magical effects for characters who are powerful enough, so warriors can cling to ceilings and run through the leaves of bamboo groves, and scoundrels can mind control people or turn invisible.</li> <li data-xf-list-type="ul">Magic should not be listed in spells per day. It's much better to have weaker effects available more often, and then to have some mechanic to allow for a few powerful spells with drawbacks.</li> </ul></blockquote><p></p>
[QUOTE="RangerWickett, post: 1891930, member: 63"] Okay, obviously I don't have the numbers straight as far as who does how much damage. Let me state what I want, rather than what I want to change: [list][*]People of a certain class should be particularly well-suited to taking out opponents of the same class, if you assume a default build of that class. So fighters are best for dealing with fighters, spellcasters with spellcasters, and sneaks with sneaks. This should not be rock-paper-scissors where fighter beats rogue, rogue beats mage, mage beats fighter. I enjoy duels, when two similar foes have a test of skill, and the better one wins (perhaps with help from an ally if the situation is dire). [*]Everyone should be able to deal damage to everyone else in a pinch, but different classes would have different specialties. Fighters should be good at taking care of foes of great physical might, like huge monsters with lots of hit points. Rogues should be good when the group coordinates their attacks, but vulnerable on their own. Mages should be good against groups of weaker foes, and should be useful at removing defenses of singular foes. [*]Short of catching someone off guard and assassinating them, people should last several rounds of combat. Defeating a foe that is of the same power level as you or higher should be an exercise in degrees. Perhaps you first flank them, then wound them, then kill them with a critical hit or coup de grace. Perhaps you lower their mental defenses, then enscorcle their mind, then kill them with a death spell. Perhaps you feint them, disable some aspect of their physical defenses (shield, armor), then kill them with a strike to their weak spot. [*]Spellcasters, as they improve in power, have to increase their combat and utility magic separately, so a mage who deals tons of damage won't overshadow the party with having more nifty tricks outside of combat. Mundane skill training should also be able to reach seemingly magical effects for characters who are powerful enough, so warriors can cling to ceilings and run through the leaves of bamboo groves, and scoundrels can mind control people or turn invisible. [*]Magic should not be listed in spells per day. It's much better to have weaker effects available more often, and then to have some mechanic to allow for a few powerful spells with drawbacks.[/list] [/QUOTE]
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