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I Like The Simple Fighter [ducks]
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<blockquote data-quote="Kavon" data-source="post: 5949007" data-attributes="member: 9822"><p>But wouldn't it be easier to make it clear which actions you'd have to take (or not take) when creating a Fighter to make it simple or complex, than wasting space on two seperate classes that are effectively the same thing?</p><p>What if other Fighter options, or a seperate degree of complexity, were to be made.. Would you need to make another 'fighter' class? Or would you just add it onto the existing Fighter class?</p><p></p><p>I think classes should be somewhat different in what they represent in the world and in the game. If the only difference is complexity, I don't see why they are seperate classes.</p><p>Now if there are more differences than complexity, you're back to square one with Fighters only being simple and Gladiators only being complex.</p><p></p><p>I understand that we simply disagree on this. I just think that my way is more open to the modular approach WotC is taking on D&D Next (which you are of course welcome to also disagree on).</p><p></p><p>I'd say they'll seperate the 'simple' beginner friendly 'base Fighter' from the complex modules/options given to it in the Player's Handbook - in the sense that the beginning of the class entry would be only the 'beginner' friendly thing, and afterwards there will be all the options for people that want them.</p><p></p><p>See it sort of like.. The normal/basic/simple class entry you're used to, and on the pages that come after it, there are all these 'Unearthed Arcana' like things for those interested. This is what I'm talking about with having the 'Simple Fighter' and the 'Complex Fighter' being the same class.</p></blockquote><p></p>
[QUOTE="Kavon, post: 5949007, member: 9822"] But wouldn't it be easier to make it clear which actions you'd have to take (or not take) when creating a Fighter to make it simple or complex, than wasting space on two seperate classes that are effectively the same thing? What if other Fighter options, or a seperate degree of complexity, were to be made.. Would you need to make another 'fighter' class? Or would you just add it onto the existing Fighter class? I think classes should be somewhat different in what they represent in the world and in the game. If the only difference is complexity, I don't see why they are seperate classes. Now if there are more differences than complexity, you're back to square one with Fighters only being simple and Gladiators only being complex. I understand that we simply disagree on this. I just think that my way is more open to the modular approach WotC is taking on D&D Next (which you are of course welcome to also disagree on). I'd say they'll seperate the 'simple' beginner friendly 'base Fighter' from the complex modules/options given to it in the Player's Handbook - in the sense that the beginning of the class entry would be only the 'beginner' friendly thing, and afterwards there will be all the options for people that want them. See it sort of like.. The normal/basic/simple class entry you're used to, and on the pages that come after it, there are all these 'Unearthed Arcana' like things for those interested. This is what I'm talking about with having the 'Simple Fighter' and the 'Complex Fighter' being the same class. [/QUOTE]
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I Like The Simple Fighter [ducks]
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