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*Dungeons & Dragons
The Fighter Extra Feat Fallacy
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<blockquote data-quote="Alexemplar" data-source="post: 7249503" data-attributes="member: 6874182"><p>I'm saying that level of super human strength and/or narrative power needs to be generally proportional to a setting's power level and how often that power level is encountered. Simply being brave but otherwise mundane only gets you so far where others are also brave, but wield powers beyond the mundane on a regular basis. Those fictional characters already benefit from narrative help- so giving warriors some narrative mechanics would help.</p><p> </p><p></p><p></p><p> </p><p> Sure, let's look at that.</p><p></p><p> At 1st level, both the Wizard and the Fighter classes get to choose armor, weapon, tool, and armor proficiencies. The Fighter gets more variety in the armor/weapon department and both are equal in terms of tool/armor proficiencies.</p><p></p><p> Then the Fighter chooses 1 Fighting Style from a list of half a dozen or so fighting styles. Things like getting a +2 bonus to one kind of weapon, rerolling damage dice on another kind of weapon, a +2 bonus to hitting with another weapon, ability score damage with another weapon, or +1 AC.</p><p></p><p> Then the Wizard chooses 3 cantrips that range from the ability to repair objects with a touch, create illusions, or produce various forms of energy virtually whenever they want. Then they choose 6 spells from another list of over two dozen- which can do things like allow you to speak any language, take on the appearance of another person, put someone to sleep, or summon fire in a virtual instant several times a day.</p><p></p><p> The difference between two Wizards is much greater than it is between two Fighters. And they can swap out spells every long rest and get more as they level up. </p><p></p><p></p><p></p><p> At 1st level, Paladins have just as much variety in their armor and weapon selection as Fighters, plus the ability to seek out certain supernatural creatures and heal with a touch. By the time they get smiting, they've not only gained the Fighter's weapon style, but they get the ability to choose ANY spell from a list of a dozen that they can use a couple times a day. Also, the Paladin uses Charisma as a primary score and gets Insight and Persuasion on its list of proficiencies, so they're much better at talking things out without smashing it than the Fighter- not that they can't smash stuff either.</p><p></p><p></p><p></p><p></p><p></p><p> You can make a varied/cool characters using any class. It's just that other classes give you more effective options and choices than the Fighter. In order for the Fighter to have the same amount of effective options and choices it needs MORE effective options and choices because it doesn't have them. Options and abilities that amount to more than dealing more/taking less damage. Options and abilities that can compete with the ability to heal/repair with a touch, detect supernatural monsters with a sixth sense, put someone to sleep in an instant, etc. Options that all the other classes have.</p></blockquote><p></p>
[QUOTE="Alexemplar, post: 7249503, member: 6874182"] I'm saying that level of super human strength and/or narrative power needs to be generally proportional to a setting's power level and how often that power level is encountered. Simply being brave but otherwise mundane only gets you so far where others are also brave, but wield powers beyond the mundane on a regular basis. Those fictional characters already benefit from narrative help- so giving warriors some narrative mechanics would help. Sure, let's look at that. At 1st level, both the Wizard and the Fighter classes get to choose armor, weapon, tool, and armor proficiencies. The Fighter gets more variety in the armor/weapon department and both are equal in terms of tool/armor proficiencies. Then the Fighter chooses 1 Fighting Style from a list of half a dozen or so fighting styles. Things like getting a +2 bonus to one kind of weapon, rerolling damage dice on another kind of weapon, a +2 bonus to hitting with another weapon, ability score damage with another weapon, or +1 AC. Then the Wizard chooses 3 cantrips that range from the ability to repair objects with a touch, create illusions, or produce various forms of energy virtually whenever they want. Then they choose 6 spells from another list of over two dozen- which can do things like allow you to speak any language, take on the appearance of another person, put someone to sleep, or summon fire in a virtual instant several times a day. The difference between two Wizards is much greater than it is between two Fighters. And they can swap out spells every long rest and get more as they level up. At 1st level, Paladins have just as much variety in their armor and weapon selection as Fighters, plus the ability to seek out certain supernatural creatures and heal with a touch. By the time they get smiting, they've not only gained the Fighter's weapon style, but they get the ability to choose ANY spell from a list of a dozen that they can use a couple times a day. Also, the Paladin uses Charisma as a primary score and gets Insight and Persuasion on its list of proficiencies, so they're much better at talking things out without smashing it than the Fighter- not that they can't smash stuff either. You can make a varied/cool characters using any class. It's just that other classes give you more effective options and choices than the Fighter. In order for the Fighter to have the same amount of effective options and choices it needs MORE effective options and choices because it doesn't have them. Options and abilities that amount to more than dealing more/taking less damage. Options and abilities that can compete with the ability to heal/repair with a touch, detect supernatural monsters with a sixth sense, put someone to sleep in an instant, etc. Options that all the other classes have. [/QUOTE]
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