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General Tabletop Discussion
*Dungeons & Dragons
The Fighter Extra Feat Fallacy
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<blockquote data-quote="The Crimson Binome" data-source="post: 7249542" data-attributes="member: 6775031"><p>If you want power level to be appropriate for the tone of the setting, then the abilities of a fighter should scale with what spellcasters can do. Fighters shouldn't be able to do impossible things unless the impossible things a spellcaster can do are especially egregious, because that means you're playing in an above-and-beyond type setting where those things are appropriate. If there's only small magic in the setting, then fighters should be limited to doing things that are fairly realistic.</p><p></p><p>The thing is, the spells available to a spellcaster are pretty much constant across all settings. They haven't really published a setting where a level 9 cleric <em>can't</em> cast raise dead, or a level 13 wizard <em>can't</em> teleport. If you want a less-fantastic setting where those things aren't commonplace, then you need to make it stay at low levels so the spellcasters never learn those spells.</p><p></p><p>That also means it <em>should</em> be safe to give the fighter mythic abilities at high levels, though. Once you let players get to level 15, you're already saying that it's a super-high magic setting where teleportation and resurrection are readily available, and at that point it's tone-appropriate for a fighter to swim up a waterfall.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7249542, member: 6775031"] If you want power level to be appropriate for the tone of the setting, then the abilities of a fighter should scale with what spellcasters can do. Fighters shouldn't be able to do impossible things unless the impossible things a spellcaster can do are especially egregious, because that means you're playing in an above-and-beyond type setting where those things are appropriate. If there's only small magic in the setting, then fighters should be limited to doing things that are fairly realistic. The thing is, the spells available to a spellcaster are pretty much constant across all settings. They haven't really published a setting where a level 9 cleric [I]can't[/I] cast raise dead, or a level 13 wizard [I]can't[/I] teleport. If you want a less-fantastic setting where those things aren't commonplace, then you need to make it stay at low levels so the spellcasters never learn those spells. That also means it [I]should[/I] be safe to give the fighter mythic abilities at high levels, though. Once you let players get to level 15, you're already saying that it's a super-high magic setting where teleportation and resurrection are readily available, and at that point it's tone-appropriate for a fighter to swim up a waterfall. [/QUOTE]
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