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*Dungeons & Dragons
The Fighter Extra Feat Fallacy
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<blockquote data-quote="Imaro" data-source="post: 7255645" data-attributes="member: 48965"><p>Sorry but this assumption on your part is wrong...</p><p></p><p>Basic Rules pg. 3</p><p></p><p>3. The DM narrates the results of the adventurers’</p><p>actions. Describing the results often leads to another</p><p>decision point, which brings the flow of the game right</p><p>back to step 1.</p><p>This pattern holds whether the adventurers are</p><p>cautiously exploring a ruin, talking to a devious prince,</p><p>or locked in mortal combat against a mighty dragon.</p><p><strong>In certain situations, particularly combat, the action is</strong></p><p><strong>more structured and the players (and DM) do take turns</strong></p><p><strong>choosing and resolving actions. But most of the time,</strong></p><p><strong>play is fluid and flexible, adapting to the circumstances</strong></p><p><strong>of the adventure.</strong></p><p></p><p>Emphasis mine...This right here says that turns are used in combat but are also used in other situations outside of combat...</p><p></p><p>So there are times in non-combat situations where action surge is useful, IMO...mainly when distance and time are a factor. </p><p></p><p></p><p></p><p></p><p>Strangely enough the main complaint about the fighter, even the 4e fighter, has been a lack of versatility... that stated I would assume it's the same subset complaining about this (since it's the same complaint every time) and claiming the class is an example of "bad design"... what that seems to imply is that it's a minority of D&D players and that in general the design of every fighter of every edition has been objectively good enough to be considered played by the majority of players of D&D (popularity) as well as designed well enough as to offset that problem (which IMO would mean the class can't be considered objectively bad in design)... again for the majority of players of D&D. So no, I don't think it's too improbable to merit mention, but moreso you seem to be assuming your own preferences and biases are necessarily in line with what is "good" design wise... when they just may not be.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7255645, member: 48965"] Sorry but this assumption on your part is wrong... Basic Rules pg. 3 3. The DM narrates the results of the adventurers’ actions. Describing the results often leads to another decision point, which brings the flow of the game right back to step 1. This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon. [B]In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.[/B] Emphasis mine...This right here says that turns are used in combat but are also used in other situations outside of combat... So there are times in non-combat situations where action surge is useful, IMO...mainly when distance and time are a factor. Strangely enough the main complaint about the fighter, even the 4e fighter, has been a lack of versatility... that stated I would assume it's the same subset complaining about this (since it's the same complaint every time) and claiming the class is an example of "bad design"... what that seems to imply is that it's a minority of D&D players and that in general the design of every fighter of every edition has been objectively good enough to be considered played by the majority of players of D&D (popularity) as well as designed well enough as to offset that problem (which IMO would mean the class can't be considered objectively bad in design)... again for the majority of players of D&D. So no, I don't think it's too improbable to merit mention, but moreso you seem to be assuming your own preferences and biases are necessarily in line with what is "good" design wise... when they just may not be. [/QUOTE]
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