Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Steel & Skill: The Complete Fighter's Field Guide
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Sigil" data-source="post: 9866341" data-attributes="member: 2013"><p>Yes in general, with a big "BUT" coming...</p><p></p><p></p><p>I'm actually okay with this; even if some stuff is reprinted, having everything in one place is, as you say, convenient.</p><p></p><p>Not interested. I'm actually not a big fan of subclasses. Rather than "customization" my feel has been they make your character cookie-cutter... your subclass character is exactly the same as every other subclass character. And you probably have abilities in your "ability set" that you don't even want. </p><p></p><p>I understand that 3E tended to have certain sets of Feats that synergized well such that if you were going to make a two-hand fighter or a ranged fighter or a two-weapon fighter you generally took the same Feat Tree as everyone else going that build, but it just feels bad to me to make a selection at 2nd level that locks into the exact same set of abilities with no option to swap them out that everyone else has.</p><p></p><p>So, yeah, hard pass on this - I have zero interest in subclasses. Giving me 50 subclasses means that 98% of your material will not be applicable to my fighter as it's not the specific subclass I took. Or, if I took a core subclass, 100% of this material is not applicable.</p><p></p><p>As long as they are mechanically unique, this interests me.</p><p></p><p>Tell you what, give me 50-ish new Feats - something EVERY subclass can use - instead of 50 new subclasses, and I'll be happy. A Feat is potentially applicable to EVERY subclass. This is the opposite of subclasses - universal instead of super-niche.</p><p></p><p>Depends on what these rules are. For example, I'd love to see more advanced combat maneuvers, perhaps tied to weapon classes like axes, spears, etc. </p><p></p><p>I ought to note I especially liked Second World Simulations' "Master of Arms" book and their attempt to turn 3E's iterative attacks into unique combination attacks - their implementation wasn't perfect, but it was inventive. And a prestige class built around fighting with dual-wielded immovable rods was incredibly fun to think about.</p><p></p><p>And maybe more than "new rules" a section on "combat tactics using existing rules" in general would be great.</p><p></p><p>I agree with previous posters; rules for "unique weapon materials" are probably better suited for another supplement.</p><p></p><p>Having 40+ years of experience, I don't know that I'll see a lot new here, but I'm not actively against it. There are far more players newer to the hobby for which this will be new ground and I want to see new players get excited, too.</p></blockquote><p></p>
[QUOTE="The Sigil, post: 9866341, member: 2013"] Yes in general, with a big "BUT" coming... I'm actually okay with this; even if some stuff is reprinted, having everything in one place is, as you say, convenient. Not interested. I'm actually not a big fan of subclasses. Rather than "customization" my feel has been they make your character cookie-cutter... your subclass character is exactly the same as every other subclass character. And you probably have abilities in your "ability set" that you don't even want. I understand that 3E tended to have certain sets of Feats that synergized well such that if you were going to make a two-hand fighter or a ranged fighter or a two-weapon fighter you generally took the same Feat Tree as everyone else going that build, but it just feels bad to me to make a selection at 2nd level that locks into the exact same set of abilities with no option to swap them out that everyone else has. So, yeah, hard pass on this - I have zero interest in subclasses. Giving me 50 subclasses means that 98% of your material will not be applicable to my fighter as it's not the specific subclass I took. Or, if I took a core subclass, 100% of this material is not applicable. As long as they are mechanically unique, this interests me. Tell you what, give me 50-ish new Feats - something EVERY subclass can use - instead of 50 new subclasses, and I'll be happy. A Feat is potentially applicable to EVERY subclass. This is the opposite of subclasses - universal instead of super-niche. Depends on what these rules are. For example, I'd love to see more advanced combat maneuvers, perhaps tied to weapon classes like axes, spears, etc. I ought to note I especially liked Second World Simulations' "Master of Arms" book and their attempt to turn 3E's iterative attacks into unique combination attacks - their implementation wasn't perfect, but it was inventive. And a prestige class built around fighting with dual-wielded immovable rods was incredibly fun to think about. And maybe more than "new rules" a section on "combat tactics using existing rules" in general would be great. I agree with previous posters; rules for "unique weapon materials" are probably better suited for another supplement. Having 40+ years of experience, I don't know that I'll see a lot new here, but I'm not actively against it. There are far more players newer to the hobby for which this will be new ground and I want to see new players get excited, too. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Steel & Skill: The Complete Fighter's Field Guide
Top