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Out of combat balance - skills trained and known
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<blockquote data-quote="Garthanos" data-source="post: 7474584" data-attributes="member: 82504"><p>I was suggesting that Training is certain reasonable for Fighters given that the class who fights was the basis of medieval Nobility and yes history was considered of vital importance to those who relied on an aspect of it for wealth and social power. As the game stands yes mechanically you need to have sufficient class support for an attribute for it to be central enough to support doing those other more grandiose things. A Warlord is entirely a different kettle for that exact reason and there is the assertion if one wants to play a smart fighter... there is always the Warlord. (Although that defender combat style with its damned if you do and damned if you dont bite, may sync up better with a players fighter ideas)</p><p></p><p>Another smart fighter uses the extraordinary perception route. This is even Sherlock holmes like detective levels of awesome achievable. It does need knowledge backing it of course but its core is perception and insight. Which ought to be on the fighters schtick list too. This as I have said before is the class who guards for crying out loud. But no he doesnt get perception or insight. </p><p></p><p>Actually quite a few of the martial practices I have been creating are based on those <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p></p><p></p><p>Well not seeing how that works out and doesn't actually excuse making fighters effectively arbitrarily under-skilled even from the beginning when there are very reasonable in story reasons they wouldn't be. At some level starting closer to balanced reduces the eventual divergence. Even if the class attribute focus makes some divergence inevitable.</p><p></p><p></p><p>To be clear I have no problem with a player narrating mechanical success and competence as heroic luck or similar non-character driven competence effects .... I will even grant failure mechanically can quite often be painted in-fiction as something other than character incompetence but think the general case we are talking about of from the players level actual mechanical incompetence doesnt really leave itself open for that.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7474584, member: 82504"] I was suggesting that Training is certain reasonable for Fighters given that the class who fights was the basis of medieval Nobility and yes history was considered of vital importance to those who relied on an aspect of it for wealth and social power. As the game stands yes mechanically you need to have sufficient class support for an attribute for it to be central enough to support doing those other more grandiose things. A Warlord is entirely a different kettle for that exact reason and there is the assertion if one wants to play a smart fighter... there is always the Warlord. (Although that defender combat style with its damned if you do and damned if you dont bite, may sync up better with a players fighter ideas) Another smart fighter uses the extraordinary perception route. This is even Sherlock holmes like detective levels of awesome achievable. It does need knowledge backing it of course but its core is perception and insight. Which ought to be on the fighters schtick list too. This as I have said before is the class who guards for crying out loud. But no he doesnt get perception or insight. Actually quite a few of the martial practices I have been creating are based on those ;) Well not seeing how that works out and doesn't actually excuse making fighters effectively arbitrarily under-skilled even from the beginning when there are very reasonable in story reasons they wouldn't be. At some level starting closer to balanced reduces the eventual divergence. Even if the class attribute focus makes some divergence inevitable. To be clear I have no problem with a player narrating mechanical success and competence as heroic luck or similar non-character driven competence effects .... I will even grant failure mechanically can quite often be painted in-fiction as something other than character incompetence but think the general case we are talking about of from the players level actual mechanical incompetence doesnt really leave itself open for that. [/QUOTE]
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