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So... what happened during the playtests?
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<blockquote data-quote="Tony Vargas" data-source="post: 6887673" data-attributes="member: 996"><p>Likewise, just because you have a nice selection of defined abilities doesn't mean you can't do other things, either. Such selections are a plus, in that they add versatility to the class and a sense of player agency (or player entitlement, depending on how you look at it). In games, like D&D, traditionally, where some classes have a large such selection and others have relatively few, the gap can contribute to imbalance, depending upon the other details of the system - and, in the case of 5e, more importantly, depending on how good the DM is at adjudicating both push-button & improvised actions.</p><p></p><p>There is a sub-class with such options, under 20 of 'em, all of which are 3rd-level-PC-appropriate, and only 6 of which can be learned over 20 levels. Compared to the 100+ defined options, with the more powerful ones unlocking at higher level, and prep from the whole list, or known spells of a dozen or two or more, that not '<em>many</em> defined option.' Even compared to the 3.0 fighter's Bonus Feats (11 over 20 levels from a list of over 30), or 4e PH1-<em>only</em> fighter maneuvers (15 over 20 levels, from a list of 60+), the BM's maneuver choices could be disappointing. </p><p></p><p>Of course, the option-heavy classes are there, with much more options and flexibility, as are even simpler options like the Champion. The idea is for player to gravitate to the classes that match the depth/agency/'entitlement'/resources/'complexity'/whatever they want, not to fixate on classes meant for players with radically different taste. (The downside of that idea is that it does pigeon hole players into certain concepts based on their taste in mechanics. But that dovetails with the further upside of evoking the classic game.)</p><p></p><p></p><p>I don't think it was ever specifically promised. Play a character like one from a given previous edition, perhaps, but not exactly a 3e or 4e fighter. The fighter strongly evokes 2e, for instance, while Warlock is arguably as much like it's 4e as it's 3e incarnation, &c.</p><p></p><p>Always has been, it represents the most familiar/common heroic archetype. The Fighter was the most popular class in 3.x, when it was Tier 5, for instance, and, conversely, the most popular class in 4e, when it was neatly balanced, and regarded as arguably the best defender. </p><p></p><p>I think it's unquestionable that the 5e fighters /best/ stuff - it's devastating multi-attack DPR - is because they wanted it to speak to long-time and returning players with AD&D experience ('grognards,' sure). I just wish they'd included the classic Fighter's solid high-level saves, as well. (Well, not <em>just</em> that, but as far as the fighter, itself goes.)</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6887673, member: 996"] Likewise, just because you have a nice selection of defined abilities doesn't mean you can't do other things, either. Such selections are a plus, in that they add versatility to the class and a sense of player agency (or player entitlement, depending on how you look at it). In games, like D&D, traditionally, where some classes have a large such selection and others have relatively few, the gap can contribute to imbalance, depending upon the other details of the system - and, in the case of 5e, more importantly, depending on how good the DM is at adjudicating both push-button & improvised actions. There is a sub-class with such options, under 20 of 'em, all of which are 3rd-level-PC-appropriate, and only 6 of which can be learned over 20 levels. Compared to the 100+ defined options, with the more powerful ones unlocking at higher level, and prep from the whole list, or known spells of a dozen or two or more, that not '[i]many[/i] defined option.' Even compared to the 3.0 fighter's Bonus Feats (11 over 20 levels from a list of over 30), or 4e PH1-[i]only[/i] fighter maneuvers (15 over 20 levels, from a list of 60+), the BM's maneuver choices could be disappointing. Of course, the option-heavy classes are there, with much more options and flexibility, as are even simpler options like the Champion. The idea is for player to gravitate to the classes that match the depth/agency/'entitlement'/resources/'complexity'/whatever they want, not to fixate on classes meant for players with radically different taste. (The downside of that idea is that it does pigeon hole players into certain concepts based on their taste in mechanics. But that dovetails with the further upside of evoking the classic game.) I don't think it was ever specifically promised. Play a character like one from a given previous edition, perhaps, but not exactly a 3e or 4e fighter. The fighter strongly evokes 2e, for instance, while Warlock is arguably as much like it's 4e as it's 3e incarnation, &c. Always has been, it represents the most familiar/common heroic archetype. The Fighter was the most popular class in 3.x, when it was Tier 5, for instance, and, conversely, the most popular class in 4e, when it was neatly balanced, and regarded as arguably the best defender. I think it's unquestionable that the 5e fighters /best/ stuff - it's devastating multi-attack DPR - is because they wanted it to speak to long-time and returning players with AD&D experience ('grognards,' sure). I just wish they'd included the classic Fighter's solid high-level saves, as well. (Well, not [i]just[/i] that, but as far as the fighter, itself goes.) [/QUOTE]
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