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How to "fix" (or at least help) the fighter/wizard dynamic. (+)
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<blockquote data-quote="DND_Reborn" data-source="post: 8536465" data-attributes="member: 6987520"><p>From the other thread, can we get to work and actually do something to help the issue?</p><p></p><p>So, first, this is how I see it (you might see it differently) and I am more than willing to update/append the issues if I have something wrong. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>ISSUE #1: Fighters fall behind Wizards in features which are game changing (shenanigans).</strong></p><p></p><p>I recognize for many these might not feel like issues, but they are to many players. So, in the spirit of this being a (+) thread, feel free to offer suggestions to help, but please don't say "these issues don't exist". We know of others they might not, there is no need to tell us again. Thanks!</p><p></p><p>I also set this up as poll so as a summary people can just "vote" on the options below. If you have an option you would like to see added that I overlooked, let me know and I'll update the OP and the poll.</p><p></p><p><strong>OPTION 1: Tiers of Play</strong></p><p></p><p>Many people suggest tiers of play. In a broader sense I think something like mundane (1-10), heroic (11-20) and epic/superheroic (21-30) could work IF spell progression was expanded to match it; so mundane would be up to 3rd level (maybe?), heroic up to 5th or 6th, and superheroic for spells level 7 or higher.</p><p></p><p>If you want to start more heroic, perhaps start at a higher level? A superheroic game might begin at 15th level and play through to 30th, for example, while a more Xena-style might go from 5-20 or 1-15 or something.</p><p></p><p><strong>OPTION 2: Degrees of Power</strong></p><p></p><p>Now, I also like the idea of different paths/branches/whatever where you run the full levels 1-20 for each, but have escalating degrees of power:</p><ul> <li data-xf-list-type="ul">Mundane</li> <li data-xf-list-type="ul">Heroic</li> <li data-xf-list-type="ul">Superheroic</li> </ul><p></p><p>This way a Champion Fighter might have more or improved features depending on the power level you want to play.</p><p></p><p><em>For example</em>: Second Wind begins at 1d10+fighter level. The Heroic Option might be "You can also spend HD to gain more hit points when you use this feature." The Superheroic Option might be you gain a number of d10 equal to your proficiency bonus (so up to 6d10+fighter level) <em>and</em> can spend HD. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p><p></p><p><strong>OPTION 3: New Classes</strong></p><p></p><p>Some have asked for just added a Paragon or Superhero-type class, where part of the class is that you have an origin story to make you better, etc.</p><p></p><p>Personally, I am not for the last option simply because I don't see how it can be balanced against current classes. Now, it can certainly be optional, just like elements of the other options, so it could be a viable solution for the people who want it.</p><p></p><p><strong><strong>(Not part of the poll.) - </strong>ISSUE #2: Fighters cannot impact the pillars of exploration and social meaningfully when Wizards spells can solve everything. </strong></p><p></p><p>The other issue is the pillars of play and how fighters falter compared to others in wizards due to their spell versatility. Several things can be done in this respect:</p><ol> <li data-xf-list-type="ol">Stop making everyone good at combat. Make it so individuals excel at one pillar.</li> <li data-xf-list-type="ol">Remove many spells that make the pillars too easily over come.</li> <li data-xf-list-type="ol">Another option is to move spells to higher levels. So at lower levels mundane solutions work (and still work at higher levels), but at higher levels the party can "move beyond" the problem with spells if speed, etc. is essential.</li> <li data-xf-list-type="ol">Give others features which mimic what those spells can do.</li> <li data-xf-list-type="ol">And probably more...</li> </ol><p>Personally, I like options 1-3 regarding pillars of play the best, but 4 is probably the easiest to implement.</p><p></p><p>Thoughts on any of this?</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8536465, member: 6987520"] From the other thread, can we get to work and actually do something to help the issue? So, first, this is how I see it (you might see it differently) and I am more than willing to update/append the issues if I have something wrong. :) [B]ISSUE #1: Fighters fall behind Wizards in features which are game changing (shenanigans).[/B] I recognize for many these might not feel like issues, but they are to many players. So, in the spirit of this being a (+) thread, feel free to offer suggestions to help, but please don't say "these issues don't exist". We know of others they might not, there is no need to tell us again. Thanks! I also set this up as poll so as a summary people can just "vote" on the options below. If you have an option you would like to see added that I overlooked, let me know and I'll update the OP and the poll. [B]OPTION 1: Tiers of Play[/B] Many people suggest tiers of play. In a broader sense I think something like mundane (1-10), heroic (11-20) and epic/superheroic (21-30) could work IF spell progression was expanded to match it; so mundane would be up to 3rd level (maybe?), heroic up to 5th or 6th, and superheroic for spells level 7 or higher. If you want to start more heroic, perhaps start at a higher level? A superheroic game might begin at 15th level and play through to 30th, for example, while a more Xena-style might go from 5-20 or 1-15 or something. [B]OPTION 2: Degrees of Power[/B] Now, I also like the idea of different paths/branches/whatever where you run the full levels 1-20 for each, but have escalating degrees of power: [LIST] [*]Mundane [*]Heroic [*]Superheroic [/LIST] This way a Champion Fighter might have more or improved features depending on the power level you want to play. [I]For example[/I]: Second Wind begins at 1d10+fighter level. The Heroic Option might be "You can also spend HD to gain more hit points when you use this feature." The Superheroic Option might be you gain a number of d10 equal to your proficiency bonus (so up to 6d10+fighter level) [I]and[/I] can spend HD. 🤷♂️ [B]OPTION 3: New Classes[/B] Some have asked for just added a Paragon or Superhero-type class, where part of the class is that you have an origin story to make you better, etc. Personally, I am not for the last option simply because I don't see how it can be balanced against current classes. Now, it can certainly be optional, just like elements of the other options, so it could be a viable solution for the people who want it. [B][B](Not part of the poll.) - [/B]ISSUE #2: Fighters cannot impact the pillars of exploration and social meaningfully when Wizards spells can solve everything. [/B] The other issue is the pillars of play and how fighters falter compared to others in wizards due to their spell versatility. Several things can be done in this respect: [LIST=1] [*]Stop making everyone good at combat. Make it so individuals excel at one pillar. [*]Remove many spells that make the pillars too easily over come. [*]Another option is to move spells to higher levels. So at lower levels mundane solutions work (and still work at higher levels), but at higher levels the party can "move beyond" the problem with spells if speed, etc. is essential. [*]Give others features which mimic what those spells can do. [*]And probably more... [/LIST] Personally, I like options 1-3 regarding pillars of play the best, but 4 is probably the easiest to implement. Thoughts on any of this? [/QUOTE]
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