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I guess I really do prefer simplicity
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<blockquote data-quote="Janx" data-source="post: 4977301" data-attributes="member: 8835"><p>I'm going to have to disagree here. Firstly, I'm not talking about hyper-specialization as in being the best trippy chain fighter.</p><p></p><p>The problem with the super simplistic fighter is that he only has 2 tricks. Swing sword or shoot bow. And other than variance in the die type, nothing differentiates him from Mr. Swing Axe or Throw Axe. Not really anyway. If my PC died, yours could pick up my stuff and do the exact same thing.</p><p></p><p>With no extra rules, the figher is BORING. This is why folks move on to play Wizards. They get more rules and more OPTIONS.</p><p></p><p>This is why each subsequent edition has added more stuff to the fighter. To add some variance between REALLY different things my fighter does, compared to yours.</p><p></p><p>Because of the way the basic fighter worked, if I missed a session, you could play my fighter exactly the same way you played yours. And it wouldn't matter. </p><p></p><p>With the extra options like feats, it encourages playing my fighter differently than yours, to take advantage of the feats I have, that yours doesn't.</p><p></p><p>Basically, the rules gives options to define a PC, and then sets a play pattern for that PC.</p><p></p><p>I'd hate to call it a "restriction" but part of the challenge of roleplaying is to define a role which has limits to how it acts (choosing a Good alignment versus evil) and then solving the game's problems with those choices made.</p><p></p><p>To sum up, I like having enough complexity to differentiate my fighter from yours, and not just through the funny accent I use and the stupid weapon choice I chose during equipment buying.</p><p></p><p>I do however tend to just play core-rules. The extra add-ons do slow down setup, by spreading out the material and making too many choices available.</p><p></p><p>And as a DM, a more simplified set of rules would be nice, it would take less work to setup. Heck, back in my 2e days, I'd write DMing utils for my group. One of those tools was a monster encounter generator (it would print out the stats and HP blocks needed for an encounter). A monster needed about 7 simple lines of text (as in "HP: 5"). Nowadays, you need a whole stat block.</p><p></p><p>But this gets to where the DM needs a different set of rules than the players.</p><p>The players can easily track their own PC's complexity. A DM is running a number of short-lived NPCs, they don't need all those rules because they won't get to use them all in the 6 rounds they exist during combat.</p></blockquote><p></p>
[QUOTE="Janx, post: 4977301, member: 8835"] I'm going to have to disagree here. Firstly, I'm not talking about hyper-specialization as in being the best trippy chain fighter. The problem with the super simplistic fighter is that he only has 2 tricks. Swing sword or shoot bow. And other than variance in the die type, nothing differentiates him from Mr. Swing Axe or Throw Axe. Not really anyway. If my PC died, yours could pick up my stuff and do the exact same thing. With no extra rules, the figher is BORING. This is why folks move on to play Wizards. They get more rules and more OPTIONS. This is why each subsequent edition has added more stuff to the fighter. To add some variance between REALLY different things my fighter does, compared to yours. Because of the way the basic fighter worked, if I missed a session, you could play my fighter exactly the same way you played yours. And it wouldn't matter. With the extra options like feats, it encourages playing my fighter differently than yours, to take advantage of the feats I have, that yours doesn't. Basically, the rules gives options to define a PC, and then sets a play pattern for that PC. I'd hate to call it a "restriction" but part of the challenge of roleplaying is to define a role which has limits to how it acts (choosing a Good alignment versus evil) and then solving the game's problems with those choices made. To sum up, I like having enough complexity to differentiate my fighter from yours, and not just through the funny accent I use and the stupid weapon choice I chose during equipment buying. I do however tend to just play core-rules. The extra add-ons do slow down setup, by spreading out the material and making too many choices available. And as a DM, a more simplified set of rules would be nice, it would take less work to setup. Heck, back in my 2e days, I'd write DMing utils for my group. One of those tools was a monster encounter generator (it would print out the stats and HP blocks needed for an encounter). A monster needed about 7 simple lines of text (as in "HP: 5"). Nowadays, you need a whole stat block. But this gets to where the DM needs a different set of rules than the players. The players can easily track their own PC's complexity. A DM is running a number of short-lived NPCs, they don't need all those rules because they won't get to use them all in the 6 rounds they exist during combat. [/QUOTE]
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I guess I really do prefer simplicity
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