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Martials should just get free feats
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<blockquote data-quote="ECMO3" data-source="post: 8993336" data-attributes="member: 7030563"><p>Because players want to do that with the Wizard and they are not doing it better than the other classes can.</p><p></p><p></p><p></p><p>Because the fighter already has more eggs, we are merely bringing others up to that level, not putting them ahead.</p><p></p><p></p><p></p><p>Not sure I follow. I am not saying remove anything</p><p></p><p></p><p></p><p></p><p>We aren't. Wizards don't have to do melee builds. I played a multiclass Cleric-Wizard to level 14 one time who did not use a weapon a single time in that entire campaign. Was a Mountain Dwarf with like an a 8 strength and 7 dexterity in plate. But if you want to play that way the option should be there for that build and you should be able to be close to the classes that specialize in that type of play. Not quite as good maybe but close.</p><p></p><p>I think the best thing about the 5E design is you can build many classes to do many different things well. I like that about the game. It adds variety and pulls away from the sterotypes and narrowly defined options in other versions of the game. I am talking about a sneaky Dex-based Paladin who is good at picking locks and finding traps, a Ranger who maxes Wisdom and is a battlefield control caster, a Wizard tank or a Healbot Sorcerer or Warlock. Playing these off-brand builds are fun for a LOT of people, and sure if you lean into the tropes you can build a better sneak/controller/tank/healer using the classes designed specifically for that but you can be almost as good and contribute very effectively with all these examples while playing a class not normally associated with that type of play. You are taking that away if you put one class "out of reach" of the others when it comes to these things.</p><p></p><p>The fighter is admittedly more limited than most classes in this regard, and for that reason I would not be against build options for fighter that go broader instead of deeper. Give the fighter more options to go against the stereotype of <em>"hit it with a weapon"</em> instead of making it better at that, which is the one thing it is already the best in the game at! That is why I loved the unarmed fighting style when it came out. It let you build a full on martial artist fighter (and by extension afforded that option to every class through a feat), so now you can do that without needing to be a Monk or taking a race that has a good unarmed strike. You won't be as good a martial artist as an optimized Monk, but you can be pretty darn effective, and close enough to make it work. It gave fighters this option without making them any more powerful at melee combat overall. Just another build option INSTEAD of a buff.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8993336, member: 7030563"] Because players want to do that with the Wizard and they are not doing it better than the other classes can. Because the fighter already has more eggs, we are merely bringing others up to that level, not putting them ahead. Not sure I follow. I am not saying remove anything We aren't. Wizards don't have to do melee builds. I played a multiclass Cleric-Wizard to level 14 one time who did not use a weapon a single time in that entire campaign. Was a Mountain Dwarf with like an a 8 strength and 7 dexterity in plate. But if you want to play that way the option should be there for that build and you should be able to be close to the classes that specialize in that type of play. Not quite as good maybe but close. I think the best thing about the 5E design is you can build many classes to do many different things well. I like that about the game. It adds variety and pulls away from the sterotypes and narrowly defined options in other versions of the game. I am talking about a sneaky Dex-based Paladin who is good at picking locks and finding traps, a Ranger who maxes Wisdom and is a battlefield control caster, a Wizard tank or a Healbot Sorcerer or Warlock. Playing these off-brand builds are fun for a LOT of people, and sure if you lean into the tropes you can build a better sneak/controller/tank/healer using the classes designed specifically for that but you can be almost as good and contribute very effectively with all these examples while playing a class not normally associated with that type of play. You are taking that away if you put one class "out of reach" of the others when it comes to these things. The fighter is admittedly more limited than most classes in this regard, and for that reason I would not be against build options for fighter that go broader instead of deeper. Give the fighter more options to go against the stereotype of [I]"hit it with a weapon"[/I] instead of making it better at that, which is the one thing it is already the best in the game at! That is why I loved the unarmed fighting style when it came out. It let you build a full on martial artist fighter (and by extension afforded that option to every class through a feat), so now you can do that without needing to be a Monk or taking a race that has a good unarmed strike. You won't be as good a martial artist as an optimized Monk, but you can be pretty darn effective, and close enough to make it work. It gave fighters this option without making them any more powerful at melee combat overall. Just another build option INSTEAD of a buff. [/QUOTE]
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