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General Tabletop Discussion
*Dungeons & Dragons
The Fighter Extra Feat Fallacy
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<blockquote data-quote="Li Shenron" data-source="post: 7242210" data-attributes="member: 1465"><p>My own spare opinions:</p><p></p><p>- the Fighter really gets more feats only because it doesn't get more class abilities: all levels need to grant something, so they other grant a class ability, a subclass ability or a feat/ASI; the designers could have come up with two more class common abilities, and extra feats would have not been needed (I don't think either design solution is significantly better than the other)</p><p></p><p>- the Fighter class represents someone focused on learning how to fight, or at least generally improving her capabilities in a physical confrontation; nothing else is really needed, and anything non-combat related that is added to the class inherently decreases the maximum amount of combat-related stuff a Fighter can have, so even if it might help some player's design, it ends up taking away something from another player</p><p></p><p>- it doesn't matter how a combat ability is delivered by the rules, via feats or (sub)class abilities or racial features etc, in the end it matters only that it is a combat ability (or something else)</p><p></p><p>- feats are the ultimately "open-ended" abilities, as they can be anything and for any pillar: as such, anything that is not a feat of choice is always more specific, and therefore it means less freedom; too much freedom can work against the "role" nature of the game (that's why we have classes to help nailing a role for your character), but among all classes perhaps the Fighter is pretty much the one which - giving the kind of generic character concept - benefits most from a little additional freedom of choice... exactly because some people want a Fighter with abilities in non-combat pillars, while others want it only with combat abilities</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7242210, member: 1465"] My own spare opinions: - the Fighter really gets more feats only because it doesn't get more class abilities: all levels need to grant something, so they other grant a class ability, a subclass ability or a feat/ASI; the designers could have come up with two more class common abilities, and extra feats would have not been needed (I don't think either design solution is significantly better than the other) - the Fighter class represents someone focused on learning how to fight, or at least generally improving her capabilities in a physical confrontation; nothing else is really needed, and anything non-combat related that is added to the class inherently decreases the maximum amount of combat-related stuff a Fighter can have, so even if it might help some player's design, it ends up taking away something from another player - it doesn't matter how a combat ability is delivered by the rules, via feats or (sub)class abilities or racial features etc, in the end it matters only that it is a combat ability (or something else) - feats are the ultimately "open-ended" abilities, as they can be anything and for any pillar: as such, anything that is not a feat of choice is always more specific, and therefore it means less freedom; too much freedom can work against the "role" nature of the game (that's why we have classes to help nailing a role for your character), but among all classes perhaps the Fighter is pretty much the one which - giving the kind of generic character concept - benefits most from a little additional freedom of choice... exactly because some people want a Fighter with abilities in non-combat pillars, while others want it only with combat abilities [/QUOTE]
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The Fighter Extra Feat Fallacy
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