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<blockquote data-quote="slobo777" data-source="post: 6007627" data-attributes="member: 6694877"><p>I found that a bit heavy going, but overall interesting analysis. I've not thought about the material in this way, so it was worth the read to see a different angle.</p><p></p><p>It might be better as two threads. You start with approaches to playtest analysis, and end with issues around the fighter. And the post was very long.</p><p></p><p>Regarding the fighter's lack of class-specific strategic options, I have two observations:</p><p></p><p>1) Fighters are go-to class for physically-demanding exploration tasks - scale the cliff (with wizard on the back!), bash down the door, leap over rooftops. It overlaps with the rogue, but I often play a fighter and enjoy these sorts of challenges.</p><p></p><p>2) I'm not sure what kind of resources you would expect a fighter to gain so they have more to contribute mechanically to social and exploration parts of the game. Nor am I convinced that forcing them into the class with good intents of "something for everyone" would go down well with players who may be choosing the class precisely because it is simpler with less to know and track.</p><p></p><p>The premise of the fighter class doesn't really give much room to add extras, except via backgrounds and specialities. But then it doesn't make sense either to give fighters more or better backgrounds that make up the shortfall.</p><p></p><p>To be honest, I'd hold up "fighter" as a poster child for problems inherent in class-based systems.</p><p></p><p>Potentially the fighter class could absorb some cultural and role mechanics from other classes (which would become non-combat "styles" or "sub-types" of fighter, *separate* from the combat-modifying specialities):</p><p></p><p></p><ul> <li data-xf-list-type="ul">Warlord</li> <li data-xf-list-type="ul">Ranger</li> <li data-xf-list-type="ul">Paladin</li> <li data-xf-list-type="ul">Monk</li> <li data-xf-list-type="ul"> . . . plus potentially one or two new ones designed for this purpose</li> </ul><p> . . . a lot of D&D next players are expecting to see these as separate classes though, with possibly very different mechanics to the fighter.</p><p></p><p>Perhaps one simple thing that would help players who like fighters, but want to access some of the interesting resources from these classes, is to make multi-classing into them from fighter a good option mechanically (e.g. specific combinations get nice synergy and perhaps bonus resources from class dipped into). This could be extended to multi-classing with Rogue, where there is already quite a lot of overlap.</p></blockquote><p></p>
[QUOTE="slobo777, post: 6007627, member: 6694877"] I found that a bit heavy going, but overall interesting analysis. I've not thought about the material in this way, so it was worth the read to see a different angle. It might be better as two threads. You start with approaches to playtest analysis, and end with issues around the fighter. And the post was very long. Regarding the fighter's lack of class-specific strategic options, I have two observations: 1) Fighters are go-to class for physically-demanding exploration tasks - scale the cliff (with wizard on the back!), bash down the door, leap over rooftops. It overlaps with the rogue, but I often play a fighter and enjoy these sorts of challenges. 2) I'm not sure what kind of resources you would expect a fighter to gain so they have more to contribute mechanically to social and exploration parts of the game. Nor am I convinced that forcing them into the class with good intents of "something for everyone" would go down well with players who may be choosing the class precisely because it is simpler with less to know and track. The premise of the fighter class doesn't really give much room to add extras, except via backgrounds and specialities. But then it doesn't make sense either to give fighters more or better backgrounds that make up the shortfall. To be honest, I'd hold up "fighter" as a poster child for problems inherent in class-based systems. Potentially the fighter class could absorb some cultural and role mechanics from other classes (which would become non-combat "styles" or "sub-types" of fighter, *separate* from the combat-modifying specialities): [LIST] [*]Warlord [*]Ranger [*]Paladin [*]Monk [*] . . . plus potentially one or two new ones designed for this purpose [/LIST] . . . a lot of D&D next players are expecting to see these as separate classes though, with possibly very different mechanics to the fighter. Perhaps one simple thing that would help players who like fighters, but want to access some of the interesting resources from these classes, is to make multi-classing into them from fighter a good option mechanically (e.g. specific combinations get nice synergy and perhaps bonus resources from class dipped into). This could be extended to multi-classing with Rogue, where there is already quite a lot of overlap. [/QUOTE]
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