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General Tabletop Discussion
*Dungeons & Dragons
Improving the Fighter's Stickiness
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<blockquote data-quote="I'm A Banana" data-source="post: 6361717" data-attributes="member: 2067"><p>While a defender-role character is evocative of MMORPGs, it's something folks have been doing or trying to do in D&D since the days of "protect the mage" and marching order. Certainly a playstyle that deserves support. </p><p></p><p>If you disagree, there's plenty of other threads.</p><p></p><p></p><p></p><p>This is a conversation about a general element of 5e (fighter stickiness) rather than a specific creation that looking to be critiqued, so general discussion is a pretty OK home for it. A D&D fan is looking for advice and guidance. </p><p></p><p>Your advice seems to be "fighters don't need to be sticky!" which is fine, but only distantly relevant to the thread topic of "what can I do to help my fighters be stickier?"</p><p></p><p></p><p></p><p>Yeah, could it really be so simple? I mean, in gridless combat, the idea of precisely how far you need to move to do a thing is often pretty fungible, but the basic rule-of-thumb of "after you disengage, you need at least two move actions to get to someone on the other side of the fighter" eats up actions pretty fiercely.</p><p></p><p></p><p></p><p>This would relate back to what I said about making those abilities "native" to 5e. There's ways to improve a character's ability to dictate targeting to the monster without necessarily going the "make a bunch of OA's" route.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6361717, member: 2067"] While a defender-role character is evocative of MMORPGs, it's something folks have been doing or trying to do in D&D since the days of "protect the mage" and marching order. Certainly a playstyle that deserves support. If you disagree, there's plenty of other threads. This is a conversation about a general element of 5e (fighter stickiness) rather than a specific creation that looking to be critiqued, so general discussion is a pretty OK home for it. A D&D fan is looking for advice and guidance. Your advice seems to be "fighters don't need to be sticky!" which is fine, but only distantly relevant to the thread topic of "what can I do to help my fighters be stickier?" Yeah, could it really be so simple? I mean, in gridless combat, the idea of precisely how far you need to move to do a thing is often pretty fungible, but the basic rule-of-thumb of "after you disengage, you need at least two move actions to get to someone on the other side of the fighter" eats up actions pretty fiercely. This would relate back to what I said about making those abilities "native" to 5e. There's ways to improve a character's ability to dictate targeting to the monster without necessarily going the "make a bunch of OA's" route. [/QUOTE]
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Improving the Fighter's Stickiness
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