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Narrative Space Options for non-spellcasters
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<blockquote data-quote="Quickleaf" data-source="post: 6148123" data-attributes="member: 20323"><p>[MENTION=177]Umbran[/MENTION] </p><p>Right, adventure design being the other way to come at the potential problem. That is, if you even agree there is a problem.</p><p></p><p>I've said that many of the martial practices of 4e should have been included as core class features of the rogue and fighter classes re-released in Essentials. Sort of how the Essentials ranger gets "wilderness knacks." So your 1st level fighter might choose "Armscraft" and gain the ability to appraise and identify weapons & armor, or choose "Siegecraft" and gain proficiency with siege weapons and familiarity with siege tactics, or choose "Campaigning" and know how to organize troop supply lines, calculate marching distances, etc. These sorts of abilities serve a design space between backgrounds and skills; they suggest something about your fighter's story and also give capabilities in non-combat areas of the game like exploration, interaction, etc. </p><p></p><p>They also act as a menu which help to define a particular fighter. After all, every D&D game probably has combat in it. If the fighter player chooses "Armscraft" then that is a cue for the DM to include a subplot or challenge involving appraising...perhaps there are heraldic devices or other clues on arms found by the PCs which the fighter can decipher.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6148123, member: 20323"] [MENTION=177]Umbran[/MENTION] Right, adventure design being the other way to come at the potential problem. That is, if you even agree there is a problem. I've said that many of the martial practices of 4e should have been included as core class features of the rogue and fighter classes re-released in Essentials. Sort of how the Essentials ranger gets "wilderness knacks." So your 1st level fighter might choose "Armscraft" and gain the ability to appraise and identify weapons & armor, or choose "Siegecraft" and gain proficiency with siege weapons and familiarity with siege tactics, or choose "Campaigning" and know how to organize troop supply lines, calculate marching distances, etc. These sorts of abilities serve a design space between backgrounds and skills; they suggest something about your fighter's story and also give capabilities in non-combat areas of the game like exploration, interaction, etc. They also act as a menu which help to define a particular fighter. After all, every D&D game probably has combat in it. If the fighter player chooses "Armscraft" then that is a cue for the DM to include a subplot or challenge involving appraising...perhaps there are heraldic devices or other clues on arms found by the PCs which the fighter can decipher. [/QUOTE]
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