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So what's exactly wrong with the fighter?
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<blockquote data-quote="TheCosmicKid" data-source="post: 6662859" data-attributes="member: 6683613"><p>I think I was unclear here. When you pick wizard, sorcerer, or warlock, you are not at that point telling the system that you want to excel in combat over exploration or interaction. You make that decision only when you pick spells.</p><p></p><p>When you pick fighter, you <em>are</em> telling the system that you want to excel in combat over exploration or interaction. If you want to specialize in one of the other two, you pick rogue, ranger, paladin, or barbarian.</p><p></p><p>In other words, the system has two different ways of translating a basic character concept into a PC. If your concept is "mage who blows stuff up" or "mage who tricks people", that concept does not determine your class. Wizard, sorcerer, and warlock can all take the character in either direction depending on the choices you make later in character creation; instead the classes determine the mechanics and flavor of how you do whatever it is you want to do. On the other hand, if you concept is "non-magical guy who chops stuff up" or "non-magical guy who tricks people", that concept <em>does</em> determine your class. The former says fighter, the latter says rogue. But the classes do less to determine the mechanics and flavor of how you do what you want to do; for them, <em>that</em> is what is determined later in character creation, by equipment and skill choices.</p><p></p><p>So "fighters" include everyone from cavaliers to archers, but they're always going to be focused on fighting: broad means, narrow end. Whereas "wizards" are all fairly wimpy fellows who cast spells from spellbooks, but the contents of their spellbooks can focus them in a variety of different directions: narrow means, broad end.</p><p></p><p></p><p>In short, what I'm talking about here is a much earlier stage in the class development process than questions of specific resource mechanics. It's about basic class conceptualization. "What sort of characters should a given class be able to make? What's the best way to break down character concepts between classes and options?"</p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 6662859, member: 6683613"] I think I was unclear here. When you pick wizard, sorcerer, or warlock, you are not at that point telling the system that you want to excel in combat over exploration or interaction. You make that decision only when you pick spells. When you pick fighter, you [I]are[/I] telling the system that you want to excel in combat over exploration or interaction. If you want to specialize in one of the other two, you pick rogue, ranger, paladin, or barbarian. In other words, the system has two different ways of translating a basic character concept into a PC. If your concept is "mage who blows stuff up" or "mage who tricks people", that concept does not determine your class. Wizard, sorcerer, and warlock can all take the character in either direction depending on the choices you make later in character creation; instead the classes determine the mechanics and flavor of how you do whatever it is you want to do. On the other hand, if you concept is "non-magical guy who chops stuff up" or "non-magical guy who tricks people", that concept [I]does[/I] determine your class. The former says fighter, the latter says rogue. But the classes do less to determine the mechanics and flavor of how you do what you want to do; for them, [I]that[/I] is what is determined later in character creation, by equipment and skill choices. So "fighters" include everyone from cavaliers to archers, but they're always going to be focused on fighting: broad means, narrow end. Whereas "wizards" are all fairly wimpy fellows who cast spells from spellbooks, but the contents of their spellbooks can focus them in a variety of different directions: narrow means, broad end. In short, what I'm talking about here is a much earlier stage in the class development process than questions of specific resource mechanics. It's about basic class conceptualization. "What sort of characters should a given class be able to make? What's the best way to break down character concepts between classes and options?" [/QUOTE]
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So what's exactly wrong with the fighter?
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