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Playing Like Celebrim - The Fighter
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<blockquote data-quote="Celebrim" data-source="post: 5502697" data-attributes="member: 4937"><p>Hold that thought a bit.</p><p> </p><p></p><p></p><p>It's my opinion that this disparity is at least in part artificial. I mean yes, when it comes to something like 'Wish', it's hard to find a mundane equivalent to that amount of narrative power. But, there are other ways to achieve narrative power and impose your will on the setting.</p><p> </p><p></p><p></p><p>There are a lot fans of ToB, and I wish them the best with it. I think that you could have a great campaign with maybe nothing but the ToB classes. But, to me ToB (and to a lesser extent Iron Heroes) travel to far into the 'everyone is a spellcaster model'. They just don't feel like martial classes to me. They feel like spell casters with weapons for focuses.</p><p> </p><p></p><p></p><p>Let's be clear here; I'm providing some support for making the martial classes viable at the higher levels. Clearly I don't think every thing you do to make a martial class more powerful is 'spellcaster in disguise'. 'Spellcaster in disguise' refers to having game limitations like 'cooldowns' ('per encounter' or 'daily' included) on powers that don't have strong in world relationships to the actual ability. Blizzard kinda pioneered this stuff with Diablo II (compare with Diablo I) and World of Warcraft, and it can be a fun mechanic but it doesn't feel 'fighter-ish' to me. </p><p></p><p>You also have to keep in mind that I'm coming at this from both ends. Not only am I boosting the fighter and other martial classes up, but I'm pushing magic down a little. The goal isn't to make a high level fighter absolutely as powerful as a high level wizard or cleric, but simply to get them within a tier or two of each other. You might start reading with the meta-thread <a href="http://www.enworld.org/forum/d-d-legacy-discussion/300008-help-me-homebrew-classes-meta-thread.html" target="_blank">here</a>.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5502697, member: 4937"] Hold that thought a bit. It's my opinion that this disparity is at least in part artificial. I mean yes, when it comes to something like 'Wish', it's hard to find a mundane equivalent to that amount of narrative power. But, there are other ways to achieve narrative power and impose your will on the setting. There are a lot fans of ToB, and I wish them the best with it. I think that you could have a great campaign with maybe nothing but the ToB classes. But, to me ToB (and to a lesser extent Iron Heroes) travel to far into the 'everyone is a spellcaster model'. They just don't feel like martial classes to me. They feel like spell casters with weapons for focuses. Let's be clear here; I'm providing some support for making the martial classes viable at the higher levels. Clearly I don't think every thing you do to make a martial class more powerful is 'spellcaster in disguise'. 'Spellcaster in disguise' refers to having game limitations like 'cooldowns' ('per encounter' or 'daily' included) on powers that don't have strong in world relationships to the actual ability. Blizzard kinda pioneered this stuff with Diablo II (compare with Diablo I) and World of Warcraft, and it can be a fun mechanic but it doesn't feel 'fighter-ish' to me. You also have to keep in mind that I'm coming at this from both ends. Not only am I boosting the fighter and other martial classes up, but I'm pushing magic down a little. The goal isn't to make a high level fighter absolutely as powerful as a high level wizard or cleric, but simply to get them within a tier or two of each other. You might start reading with the meta-thread [URL="http://www.enworld.org/forum/d-d-legacy-discussion/300008-help-me-homebrew-classes-meta-thread.html"]here[/URL]. [/QUOTE]
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