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So what's exactly wrong with the fighter?
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<blockquote data-quote="Corpsetaker" data-source="post: 6666792" data-attributes="member: 6776548"><p>I don't want dissociative and unnecessary resource mechanics in with the fighter unless it is a concept like the Eldritch Knight. I understand that the Battlemaster has Superiority dice but I can live with that because if I squint hard enough I can ignore it. What I also don't like was the taking control of the narrative away from the DM when it came to the powers. The fighter, for example, could basically take control of the creature because the power gave a specific narrative and sometimes that narrative just did not make sense because of the specific creature. Look at "Dizzying Blow" for example. It stats you crack the foe upside the head, well there are enemies who really have no head and yet you can still use this power on them. Then the table would get into a big argument as to how this made any sense which would in turn stop the game. Are DM used to actually make rules about specific powers didn't work because their narrative didn't make sense in certain situations and that used to break out even bigger arguments. </p><p></p><p>Also the problem comes from too many bells and whistles and minute things needing to be added that would cause the game to slow to a crawl and cause tons of book keeping. For instance our DM declared that Steel Serpent Strike didn't work on anything that had no legs, he also tried to change the no shift from "you get over it in less than 6 seconds" to " that creature can't shift again for the entire combat" which started to throw things off a bit. </p><p></p><p>These are the types of things I want to avoid and in this edition they have done just that.</p></blockquote><p></p>
[QUOTE="Corpsetaker, post: 6666792, member: 6776548"] I don't want dissociative and unnecessary resource mechanics in with the fighter unless it is a concept like the Eldritch Knight. I understand that the Battlemaster has Superiority dice but I can live with that because if I squint hard enough I can ignore it. What I also don't like was the taking control of the narrative away from the DM when it came to the powers. The fighter, for example, could basically take control of the creature because the power gave a specific narrative and sometimes that narrative just did not make sense because of the specific creature. Look at "Dizzying Blow" for example. It stats you crack the foe upside the head, well there are enemies who really have no head and yet you can still use this power on them. Then the table would get into a big argument as to how this made any sense which would in turn stop the game. Are DM used to actually make rules about specific powers didn't work because their narrative didn't make sense in certain situations and that used to break out even bigger arguments. Also the problem comes from too many bells and whistles and minute things needing to be added that would cause the game to slow to a crawl and cause tons of book keeping. For instance our DM declared that Steel Serpent Strike didn't work on anything that had no legs, he also tried to change the no shift from "you get over it in less than 6 seconds" to " that creature can't shift again for the entire combat" which started to throw things off a bit. These are the types of things I want to avoid and in this edition they have done just that. [/QUOTE]
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So what's exactly wrong with the fighter?
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