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<blockquote data-quote="bert1000" data-source="post: 6331424" data-attributes="member: 29013"><p>We'll see when we get the PHB, but so far I don't get what the designers are doing. They've called out the 3 pillars as being important and then don't provide all classes features to contribute to the pillars.</p><p></p><p>I agree with a poster that said that skills alone can probably work if the non combat resolution system is dramatic/narrative (e.g. FATE) but that is not what we have with D&D. </p><p></p><p>Would it really have been that hard to come up with some cool stuff (outside of skills) for the fighter, rogue, etc. that would help address impact on the non combat pillars? This would have been a really cool addition to D&D that would have gotten me really excited about 5e. You could have even done this completely within the scope of keeping fighters fairly "mundane" vs. "fantastic". Then added the fantastic stuff as options in the DMG.</p><p></p><p>For fighters:</p><p></p><p>1st level: you pick a magic ancestral weapon that grows in power as you level. Magic weapon has some non combat effecting magic associated with it. (bit of a cop out. magic but still not a magical fighter)</p><p></p><p>3rd level: you reputation is such that you can recruit 1d4 local warriors after 1d4 days of recruiting. They will adventure at your side for 1d4 days. You can make a charisma check DC X once a week to reuse this ability. </p><p></p><p>5th level: you stance and posture is such that anyone can tell your skill as a warrior. Those with respect for martial prowess are automatically impressed and treat you well. Add some mechanics and make sure to note when people have this disposition in adventures. Kind of like TOR.</p><p></p><p>9th level: you have befriended a wizard of X level. The wizard lives at your base or his home if you have no base. He will provide services to you as a good friend, but will not go adventuring with you. (kind of a cop out again giving the fighter access to magic but it stays within "mundane" and fits with a lot of fantasy tropes)</p><p></p><p>etc.</p><p></p><p>You would obviously want multiple choices per level so someone who wanted to play a loner didn't have to pick up the henchman ones, etc.</p><p></p><p>These aren't very good examples but I came up with them in 3 minutes. What could you come up with in 2 years of development?</p></blockquote><p></p>
[QUOTE="bert1000, post: 6331424, member: 29013"] We'll see when we get the PHB, but so far I don't get what the designers are doing. They've called out the 3 pillars as being important and then don't provide all classes features to contribute to the pillars. I agree with a poster that said that skills alone can probably work if the non combat resolution system is dramatic/narrative (e.g. FATE) but that is not what we have with D&D. Would it really have been that hard to come up with some cool stuff (outside of skills) for the fighter, rogue, etc. that would help address impact on the non combat pillars? This would have been a really cool addition to D&D that would have gotten me really excited about 5e. You could have even done this completely within the scope of keeping fighters fairly "mundane" vs. "fantastic". Then added the fantastic stuff as options in the DMG. For fighters: 1st level: you pick a magic ancestral weapon that grows in power as you level. Magic weapon has some non combat effecting magic associated with it. (bit of a cop out. magic but still not a magical fighter) 3rd level: you reputation is such that you can recruit 1d4 local warriors after 1d4 days of recruiting. They will adventure at your side for 1d4 days. You can make a charisma check DC X once a week to reuse this ability. 5th level: you stance and posture is such that anyone can tell your skill as a warrior. Those with respect for martial prowess are automatically impressed and treat you well. Add some mechanics and make sure to note when people have this disposition in adventures. Kind of like TOR. 9th level: you have befriended a wizard of X level. The wizard lives at your base or his home if you have no base. He will provide services to you as a good friend, but will not go adventuring with you. (kind of a cop out again giving the fighter access to magic but it stays within "mundane" and fits with a lot of fantasy tropes) etc. You would obviously want multiple choices per level so someone who wanted to play a loner didn't have to pick up the henchman ones, etc. These aren't very good examples but I came up with them in 3 minutes. What could you come up with in 2 years of development? [/QUOTE]
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