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Community
General Tabletop Discussion
*Dungeons & Dragons
The Fighter Extra Feat Fallacy
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<blockquote data-quote="Ratskinner" data-source="post: 7243083" data-attributes="member: 6688937"><p>I agree, but I think that that's fundamentally a profound design limitation related to the "best at fighting" paradigm of the class. I mean like "this class is unworkable compared with the others” level limitation. In specific, everybody fights (or can) using the same simple rules operations. How do you be the best at those? Simple, just put in bigger numbers and let them perform the operations more often, done. None of the other classes (possible exception rogues and skills) have such a dead simple base design, because they are all based on creating exceptions to the "normal" mechanics. (Varying in degree). </p><p></p><p>And, yes Fighters get nice things...all those big combat numbers. What they don't, and shouldn't get is those nice things AND somebody else's. Are the Fighter nice things boring in comparison? I dunno, but if a player thinks they are, perhaps they should look into one of the other classes.</p><p></p><p>Given the structure of the game (and narrative/mechanical imprecision of it's combat), I don't see a way around it. It's been, IMO, an issue for some time now. 4e skirted it only by cranking up the precision and detail of the combat engine so that everyone could squeeze a raft of mechanically interesting abilities into it. Obviously that implementation didn't serve the entire D&D audience well, for whatever reason(s). Maybe there is some other modification of the core mechanics that could work well (ICRPG?), but I have difficulty imagining major alterations achieving widespread acceptance.</p><p></p><p>Just my take.</p><p></p><p></p><p></p><p>Sent from my Nexus 7 using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7243083, member: 6688937"] I agree, but I think that that's fundamentally a profound design limitation related to the "best at fighting" paradigm of the class. I mean like "this class is unworkable compared with the others” level limitation. In specific, everybody fights (or can) using the same simple rules operations. How do you be the best at those? Simple, just put in bigger numbers and let them perform the operations more often, done. None of the other classes (possible exception rogues and skills) have such a dead simple base design, because they are all based on creating exceptions to the "normal" mechanics. (Varying in degree). And, yes Fighters get nice things...all those big combat numbers. What they don't, and shouldn't get is those nice things AND somebody else's. Are the Fighter nice things boring in comparison? I dunno, but if a player thinks they are, perhaps they should look into one of the other classes. Given the structure of the game (and narrative/mechanical imprecision of it's combat), I don't see a way around it. It's been, IMO, an issue for some time now. 4e skirted it only by cranking up the precision and detail of the combat engine so that everyone could squeeze a raft of mechanically interesting abilities into it. Obviously that implementation didn't serve the entire D&D audience well, for whatever reason(s). Maybe there is some other modification of the core mechanics that could work well (ICRPG?), but I have difficulty imagining major alterations achieving widespread acceptance. Just my take. Sent from my Nexus 7 using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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