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Payn's Ponderings: The Fighter's identity; or, what's left after the combat pillar?
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<blockquote data-quote="Quickleaf" data-source="post: 8550794" data-attributes="member: 20323"><p>[USER=7034872]@South by Southwest[/USER] Hahah, well I don't know about that. But thanks!</p><p></p><p>Anyhow, I was thinking more about idenitty [USER=90374]@payn[/USER] ... One of the tendencies I've noticed is that online "solutions" (to the issue of the fighter not having enough ways to engage in exploration and social aspects of the game) tend to start from pulling mechanistic levers. Rather than engaging with broader narrative goals.</p><p></p><p>Arguably, that's the problem that the designers originally slipped into when working on the 5e fighter and its subclasses. Paraphrasing Mike Mearls here, but they were so fixated on having a "simple" and a "more complex" option that they failed to breath creative/narrative life into the subclasses.</p><p></p><p>In my view, the problem is magnified when focusing on exploration & social pillars, as the mechanical complexity for those is really thin in 5e. So it's an even tighter design space to work within than the combat pillar.</p><p></p><p>Once we're at the mechanical level of design, the conversation is about "how much" or "do we change this wording" or "do we dial this up or down?" It's about relatively microscopic design moves.</p><p></p><p>But the conversation moves away from the big picture questions: "what is the core concept here? what fantasy are we trying to evoke? what's the story of this class?"</p><p></p><p>When speaking of identity, it's those bigger questions that I think we need to answer.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8550794, member: 20323"] [USER=7034872]@South by Southwest[/USER] Hahah, well I don't know about that. But thanks! Anyhow, I was thinking more about idenitty [USER=90374]@payn[/USER] ... One of the tendencies I've noticed is that online "solutions" (to the issue of the fighter not having enough ways to engage in exploration and social aspects of the game) tend to start from pulling mechanistic levers. Rather than engaging with broader narrative goals. Arguably, that's the problem that the designers originally slipped into when working on the 5e fighter and its subclasses. Paraphrasing Mike Mearls here, but they were so fixated on having a "simple" and a "more complex" option that they failed to breath creative/narrative life into the subclasses. In my view, the problem is magnified when focusing on exploration & social pillars, as the mechanical complexity for those is really thin in 5e. So it's an even tighter design space to work within than the combat pillar. Once we're at the mechanical level of design, the conversation is about "how much" or "do we change this wording" or "do we dial this up or down?" It's about relatively microscopic design moves. But the conversation moves away from the big picture questions: "what is the core concept here? what fantasy are we trying to evoke? what's the story of this class?" When speaking of identity, it's those bigger questions that I think we need to answer. [/QUOTE]
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Payn's Ponderings: The Fighter's identity; or, what's left after the combat pillar?
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