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*Dungeons & Dragons
The Crab Bucket Fallacy
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<blockquote data-quote="EzekielRaiden" data-source="post: 9138785" data-attributes="member: 6790260"><p>I understand that, as far as you're concerned, this is a significant fix, but for me it really isn't. The fact that the buff isn't exclusive to the Wizard doesn't make it better. Self-casting is, of course, an issue. But the alternative is that the Fighter is now dependent on the Wizard's benevolent aid. Even if it is genuinely meant as kindness, it can be very grating. I don't know if you've ever been in an experience in your life where you had to depend on the kindness/charity of others in order to get by, but it <em>sucks</em>. Having even the <em>ghost</em> of that feeling in a TTRPG...is a very sour experience.</p><p></p><p></p><p>No, it isn't. Because I have <em>repeatedly</em> rejected that claim, thoroughly and extensively.</p><p></p><p>What I am saying is, you must have <strong>SOMETHING</strong> that comes from your class that is actually a serious, meaningful contribution. The playtest Fighter <em>finally</em> has the barest, slimmest bit of actual benefit here. It's still weak as hell--roughly 4/day super-Guidance <em>by sacrificing your self-heals</em>--but it's now more than "you literally get no tools from being a Fighter that aren't tools <em>everyone else gets</em>."</p><p></p><p>I have repatedly and explicitly rejected the claim that the Fighter must be <em>exactly</em> as good as, say, a Bard or Wizard or Sorcerer. You are injecting this into what I said with no basis.</p><p></p><p>But if something is a "pillar" of the game, that means it's a vital, essential part of play. Class is the lion's share of a character's tools for doing anything. No class should be designed to bring <em>no</em> tools to the table for the pillars. The zero point for a character's tools to do stuff in the social and exploration pillars are four skills (two from class, two from background) and, usually, a couple of other miscellaneous proficiencies (usually instruments or games), and sometimes a language.</p><p></p><p>A class must go <em>beyond</em> the zero point. It doesn't have to be that far. It certainly doesn't need to be at the level of Wizard/Sorc, Cleric, Druid, or Bard spells. Tactical Mind falls short, but not by a huge margin; the issues are largely its few uses and requirement that you sacrifice critical healing resources to power it. Imagine if Wizards had to sacrifice hit dice to cast spells! Wizards would be howling for blood. By comparison, the old Remarkable Athlete was dramatically worse than Tactical Mind, and the Battlemaster getting one niche tool proficiency was likewise inadequate. Reliable Talent, from the Rogue, is actually a very <em>good</em> class-derived tool for skill stuff; coupled with Expertise and the ways various subclasses contribute, Rogue is mostly fine on this front.</p><p></p><p>Spitballing a Fighter feature I would consider appropriate, with the caveat that <em>this has not been tested, I cannot promise it would be balanced</em>, I'm thinking of something like this:</p><p style="margin-left: 20px"><strong>Gritty Determination</strong></p> <p style="margin-left: 20px">At 3rd level, your single-minded determination to see a task completed carries you to greater heights. You have a pool of Grit points, equal to your highest ability modifier (minimum 1) plus your Fighter level. Any time you make an ability check that isn't an Initiative check, before you roll, you may spend points from your Grit pool to increase the result on a one for one basis. You cannot add more than your proficiency bonus to any single roll. You can spend Grit points even when you have a feature, such as Expertise, which allows you to add twice your proficiency bonus. You regain any spent Grit points when you complete a long rest. At 7th level, you also regain any spent Grit points when you complete a short rest.</p><p></p><p>Now, perhaps it should be limited to half your proficiency bonus, or have fewer points, or whatever else. As I said, it would need testing. But the core idea here is simple, and this is a straightforward, easy-to-use feature. You have to invest many levels into Fighter before you get the short-rest recharge, so there's little fear of a lame multiclass dip. It's generically useful; it applies in cases that nobody would get proficiency in, which gives it unique utility; it stacks with other buffs like Expertise, Bardic Inspiration, <em>guidance</em>, etc., so there's no worry about checking compatibility; and you spend the points <em>before</em> you roll, so there's no "oh, I rolled a 2, there's no point" issues that I know annoy some players.</p><p></p><p>I am confident <em>some kind</em> of ability like this, even if subject to some balance changes, would be perfectly functional on the Fighter. It would be unique, useful, distinctive, and fairly easy to use. And this ability, while quite useful, is certainly lower-power than being an actual spellcaster.</p><p></p><p></p><p>Then why do classes even exist? Seriously. What do they <em>do</em> if they're literally not meant to give you the tools you use to contribute?</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9138785, member: 6790260"] I understand that, as far as you're concerned, this is a significant fix, but for me it really isn't. The fact that the buff isn't exclusive to the Wizard doesn't make it better. Self-casting is, of course, an issue. But the alternative is that the Fighter is now dependent on the Wizard's benevolent aid. Even if it is genuinely meant as kindness, it can be very grating. I don't know if you've ever been in an experience in your life where you had to depend on the kindness/charity of others in order to get by, but it [I]sucks[/I]. Having even the [I]ghost[/I] of that feeling in a TTRPG...is a very sour experience. No, it isn't. Because I have [I]repeatedly[/I] rejected that claim, thoroughly and extensively. What I am saying is, you must have [B]SOMETHING[/B] that comes from your class that is actually a serious, meaningful contribution. The playtest Fighter [I]finally[/I] has the barest, slimmest bit of actual benefit here. It's still weak as hell--roughly 4/day super-Guidance [I]by sacrificing your self-heals[/I]--but it's now more than "you literally get no tools from being a Fighter that aren't tools [I]everyone else gets[/I]." I have repatedly and explicitly rejected the claim that the Fighter must be [I]exactly[/I] as good as, say, a Bard or Wizard or Sorcerer. You are injecting this into what I said with no basis. But if something is a "pillar" of the game, that means it's a vital, essential part of play. Class is the lion's share of a character's tools for doing anything. No class should be designed to bring [I]no[/I] tools to the table for the pillars. The zero point for a character's tools to do stuff in the social and exploration pillars are four skills (two from class, two from background) and, usually, a couple of other miscellaneous proficiencies (usually instruments or games), and sometimes a language. A class must go [I]beyond[/I] the zero point. It doesn't have to be that far. It certainly doesn't need to be at the level of Wizard/Sorc, Cleric, Druid, or Bard spells. Tactical Mind falls short, but not by a huge margin; the issues are largely its few uses and requirement that you sacrifice critical healing resources to power it. Imagine if Wizards had to sacrifice hit dice to cast spells! Wizards would be howling for blood. By comparison, the old Remarkable Athlete was dramatically worse than Tactical Mind, and the Battlemaster getting one niche tool proficiency was likewise inadequate. Reliable Talent, from the Rogue, is actually a very [I]good[/I] class-derived tool for skill stuff; coupled with Expertise and the ways various subclasses contribute, Rogue is mostly fine on this front. Spitballing a Fighter feature I would consider appropriate, with the caveat that [I]this has not been tested, I cannot promise it would be balanced[/I], I'm thinking of something like this: [INDENT][B]Gritty Determination[/B][/INDENT] [INDENT]At 3rd level, your single-minded determination to see a task completed carries you to greater heights. You have a pool of Grit points, equal to your highest ability modifier (minimum 1) plus your Fighter level. Any time you make an ability check that isn't an Initiative check, before you roll, you may spend points from your Grit pool to increase the result on a one for one basis. You cannot add more than your proficiency bonus to any single roll. You can spend Grit points even when you have a feature, such as Expertise, which allows you to add twice your proficiency bonus. You regain any spent Grit points when you complete a long rest. At 7th level, you also regain any spent Grit points when you complete a short rest.[/INDENT] Now, perhaps it should be limited to half your proficiency bonus, or have fewer points, or whatever else. As I said, it would need testing. But the core idea here is simple, and this is a straightforward, easy-to-use feature. You have to invest many levels into Fighter before you get the short-rest recharge, so there's little fear of a lame multiclass dip. It's generically useful; it applies in cases that nobody would get proficiency in, which gives it unique utility; it stacks with other buffs like Expertise, Bardic Inspiration, [I]guidance[/I], etc., so there's no worry about checking compatibility; and you spend the points [I]before[/I] you roll, so there's no "oh, I rolled a 2, there's no point" issues that I know annoy some players. I am confident [I]some kind[/I] of ability like this, even if subject to some balance changes, would be perfectly functional on the Fighter. It would be unique, useful, distinctive, and fairly easy to use. And this ability, while quite useful, is certainly lower-power than being an actual spellcaster. Then why do classes even exist? Seriously. What do they [I]do[/I] if they're literally not meant to give you the tools you use to contribute? [/QUOTE]
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