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General Tabletop Discussion
*Dungeons & Dragons
The Fighter Extra Feat Fallacy
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<blockquote data-quote="Greg Benage" data-source="post: 7249990" data-attributes="member: 93631"><p>I actually kind of agree, but I don't want to add those "mythic" abilities to the base class. I prefer adding them through subclasses, multiclassing, and probably most important, through gear (magic items). In the campaign I ran to 20th level, the single-classed fighter was "just a battlemaster," but he had a <em>+3 vorpal flametongue greatsword</em>, <em>wings of flying</em>, a Hercules ripoff lionskin <em>mantle of spell resistance</em> complete with headpiece, Irae T'Sarran's <em>Eyes of the Spider</em> implant from <em>City of the Spider Queen</em> that gave him 360-degree Truesight to 120 ft., immunity to mind-affecting magic, and a gaze attack.</p><p></p><p>He was a badass superhero, but not because the base class makes all 20th-level fighters superheroes. He was a superhero because of the legendary gear he won in the course of his adventures. All the PCs had magic items, of course, but there's no question the fighter benefited the most from them. That felt right for this campaign. If I were to do something like Dawnforge 5e, I'd want to build more superpowers into the subclasses/legendary paths. But I still wouldn't want them built into the base class, because it's easier to add on where appropriate than it is to strip out stuff every time I run a traditional D&D game.</p></blockquote><p></p>
[QUOTE="Greg Benage, post: 7249990, member: 93631"] I actually kind of agree, but I don't want to add those "mythic" abilities to the base class. I prefer adding them through subclasses, multiclassing, and probably most important, through gear (magic items). In the campaign I ran to 20th level, the single-classed fighter was "just a battlemaster," but he had a [I]+3 vorpal flametongue greatsword[/I], [I]wings of flying[/I], a Hercules ripoff lionskin [I]mantle of spell resistance[/I] complete with headpiece, Irae T'Sarran's [I]Eyes of the Spider[/I] implant from [I]City of the Spider Queen[/I] that gave him 360-degree Truesight to 120 ft., immunity to mind-affecting magic, and a gaze attack. He was a badass superhero, but not because the base class makes all 20th-level fighters superheroes. He was a superhero because of the legendary gear he won in the course of his adventures. All the PCs had magic items, of course, but there's no question the fighter benefited the most from them. That felt right for this campaign. If I were to do something like Dawnforge 5e, I'd want to build more superpowers into the subclasses/legendary paths. But I still wouldn't want them built into the base class, because it's easier to add on where appropriate than it is to strip out stuff every time I run a traditional D&D game. [/QUOTE]
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