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General Tabletop Discussion
*Dungeons & Dragons
Payn's Ponderings: The Fighter's identity; or, what's left after the combat pillar?
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<blockquote data-quote="jmartkdr2" data-source="post: 8552023" data-attributes="member: 7017304"><p>Forgive me if this was mentioned before, I skimmed a lot here -</p><p></p><p>I feel that part of the reason it's hard to give the Fighter class stuff to do outside of combat is that the <em>core</em> class is, in fact, all about combat. They're fighters. They fight, and that's all the really have in common. </p><p></p><p>When you look at most of the subclasses, you get a story to tell, at which point it's a lot easier to imagine what they do when not fighting:</p><p></p><p>Samurai write poems, engage in courtly politics, manage land/government, and are generally working aristocrats, even if they weren't born into the role. </p><p></p><p>Cavaliers are working with their mount, their retainers, etc. If they have access to exotic mounts (ie a griffon) then they can do a lot of different things. </p><p></p><p>Rune knights are discount artificers - or at least they should be. The runes do give a bunch of non-combat bonuses that can make a big difference in the right game. (I'm not sure this was handled as well as it could have been) Gunslingers are similar if coming at it from a totally different direction. </p><p></p><p>Eldritch Knights have magic - they should probably get spellbooks and ritual casting (without a feat) to open them up a bit here. (Sorcerous and pact-based gish-fighters would have their own things going on.)</p><p></p><p>Psi Warriors do psi stuff, which can easily include a host of mind-affecting effects. </p><p></p><p>Echo knights... I'm not familiar with. </p><p></p><p>It's really just the first two, Battlemaster and Champion, that are kind of stuck. And Battlemaster is easy enough to unstick if you offer more ways to use superiority dice (honestly, "add a superiority die to category of ability check" has huge potential with no more specific outcome than 'you pass the check' -- since it can both make you really good at something or make you more well-rounded.)</p><p></p><p>The Champion is the only one that suffers because they really do have nothing more to them than :they fight." The roleplaying potential of the Champion comes form their ability to lean in on their race or background harder since they don't have a lot of class fluff to brush aside. But it also means anything that anything to be added to the core fighter needs to fit within that (lack of) story.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8552023, member: 7017304"] Forgive me if this was mentioned before, I skimmed a lot here - I feel that part of the reason it's hard to give the Fighter class stuff to do outside of combat is that the [I]core[/I] class is, in fact, all about combat. They're fighters. They fight, and that's all the really have in common. When you look at most of the subclasses, you get a story to tell, at which point it's a lot easier to imagine what they do when not fighting: Samurai write poems, engage in courtly politics, manage land/government, and are generally working aristocrats, even if they weren't born into the role. Cavaliers are working with their mount, their retainers, etc. If they have access to exotic mounts (ie a griffon) then they can do a lot of different things. Rune knights are discount artificers - or at least they should be. The runes do give a bunch of non-combat bonuses that can make a big difference in the right game. (I'm not sure this was handled as well as it could have been) Gunslingers are similar if coming at it from a totally different direction. Eldritch Knights have magic - they should probably get spellbooks and ritual casting (without a feat) to open them up a bit here. (Sorcerous and pact-based gish-fighters would have their own things going on.) Psi Warriors do psi stuff, which can easily include a host of mind-affecting effects. Echo knights... I'm not familiar with. It's really just the first two, Battlemaster and Champion, that are kind of stuck. And Battlemaster is easy enough to unstick if you offer more ways to use superiority dice (honestly, "add a superiority die to category of ability check" has huge potential with no more specific outcome than 'you pass the check' -- since it can both make you really good at something or make you more well-rounded.) The Champion is the only one that suffers because they really do have nothing more to them than :they fight." The roleplaying potential of the Champion comes form their ability to lean in on their race or background harder since they don't have a lot of class fluff to brush aside. But it also means anything that anything to be added to the core fighter needs to fit within that (lack of) story. [/QUOTE]
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Payn's Ponderings: The Fighter's identity; or, what's left after the combat pillar?
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