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The Essentials Fighter
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<blockquote data-quote="MrMyth" data-source="post: 5259036" data-attributes="member: 61155"><p>You genuinely feel that "you make it harder for enemies next to you to hit your allies" is 'up there in complexity' compared to, "when you make an attack, declare that it marks an enemy, and if you do so, that enemy has a harder time hitting your allies until the end of your next turn"?</p><p> </p><p>I know several adult players of fighters that regularly forget to mark when they attack. </p><p> </p><p>Are there levels of complexity that can build from stances and auras? Yes. Will the player who plays things as straightforward as possible not be as flexible as the player who is a master tactician with a great grasp of the rules? Absolutely!</p><p> </p><p>But I think they are going a long way towards making something that can be built and played in a very simple fashion without losing a great deal of its capability. It fulfills its role just by getting near enemies. It doesn't need to make big decisions every round before attacking, it doesn't have to put a new player in the position of having to regularly retcon what they did because they forgot to announce something in advance. I think those elements will make a huge difference to new players, based on how I have seen many such players operate. </p><p> </p><p>I could be wrong, they could get really confused by stances and auras as well. But it seems very unlikely to me, and I definitely don't agree that an aura you always have up is "up there" in complexity compared to the standard marking mechanics of a PHB fighter.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5259036, member: 61155"] You genuinely feel that "you make it harder for enemies next to you to hit your allies" is 'up there in complexity' compared to, "when you make an attack, declare that it marks an enemy, and if you do so, that enemy has a harder time hitting your allies until the end of your next turn"? I know several adult players of fighters that regularly forget to mark when they attack. Are there levels of complexity that can build from stances and auras? Yes. Will the player who plays things as straightforward as possible not be as flexible as the player who is a master tactician with a great grasp of the rules? Absolutely! But I think they are going a long way towards making something that can be built and played in a very simple fashion without losing a great deal of its capability. It fulfills its role just by getting near enemies. It doesn't need to make big decisions every round before attacking, it doesn't have to put a new player in the position of having to regularly retcon what they did because they forgot to announce something in advance. I think those elements will make a huge difference to new players, based on how I have seen many such players operate. I could be wrong, they could get really confused by stances and auras as well. But it seems very unlikely to me, and I definitely don't agree that an aura you always have up is "up there" in complexity compared to the standard marking mechanics of a PHB fighter. [/QUOTE]
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