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General Tabletop Discussion
*Dungeons & Dragons
The Fighter/Martial Problem (In Depth Ponderings)
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<blockquote data-quote="James Gasik" data-source="post: 9143959" data-attributes="member: 6877472"><p>So back in 3e, it was noted that if your class has access to spells, it was light years better than one that didn't. Why?</p><p></p><p>It comes down to a few factors, but generally it comes down to this: spells are more powerful than most class abilities. Now you might think this is a no brainer, a limited use ability is naturally going to be better than some passive, right?</p><p></p><p>But the problem is, limited use abilities tend to be weaker than spells!</p><p></p><p>As a secondary issue, when it comes to customizing a character with more options, you'll notice spell slots tend to come more often than anything else, even on a 1/3 caster chassis. And worse, some classes can trade out which spells they prepare and use each day.</p><p></p><p>Now, I'm not saying "give all Fighters spells". I get that there's people who don't want that, and I can totally see why. But we can take a cue from spell design here and give Fighters not only more customization options, but modular ones that can be swapped out say on a long rest.</p><p></p><p>I know, I know. "How is that realistic?" Well it's not. People in the real world can rarely go "yanno what? I'm tired of being a carpenter, I'm going to forget all of that and be an electrician today." </p><p></p><p>But if you want to improve the Fighter class (and his relatives), making the class more versatile by introducing modularity is a great way to remedy that. It's like the old school weapon specialization- you're told to make this one time decision for the rest of your career. So you become the master of the Hook Fauchard and then a few dungeon crawls later, you find this +2 Greatsword, +4 vs. Chaotic Evil creatures called <em>The Flame of the North </em>that not only has this cool backstory and looks baddass as hell, it even talks when CE creatures are around, telling you to <em>Strike! Strike! Strike!</em>...and the best part is, it's not actually intelligent, so no chance of it taking you over and making you stab yourself because maybe you're not 100% alignment-compatible with it!</p><p></p><p>So you pick it up and...oh wait. You're not even proficient with it, and won't be until...let's see, you're level 4 so...ugh, level 6!? And not only that, by using this thing, your Hook Fauchard training lies fallow!</p><p></p><p>"Well, them's the breaks" the DM says. "The world doesn't change because you're in it. Who would make an enchanted hook fauchard anyways?"</p><p></p><p>"It's a legitimate military weapon used on real world battlefields in antiquity!" You cry, to no avail.</p><p></p><p>You might say there's no analogy to this situation in 5e, but there totally is. Imagine your Fighter with the Duelist Fighting Style comes across a weapon like <em>The Flame of the North</em> today! Same scenario.</p><p></p><p>But what if Fighting Styles were modular, and Fighters were designed to be able to swap them out as needed? And got more of them? Maybe even a "Wild Card" Feat that they can swap out whenever desired?</p><p></p><p>Seems like that would improve the class fantasy and make the class play better without making it blatantly overpowered.</p><p></p><p>Isn't that worth casually ignoring the hit to "verisimilitude"?</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9143959, member: 6877472"] So back in 3e, it was noted that if your class has access to spells, it was light years better than one that didn't. Why? It comes down to a few factors, but generally it comes down to this: spells are more powerful than most class abilities. Now you might think this is a no brainer, a limited use ability is naturally going to be better than some passive, right? But the problem is, limited use abilities tend to be weaker than spells! As a secondary issue, when it comes to customizing a character with more options, you'll notice spell slots tend to come more often than anything else, even on a 1/3 caster chassis. And worse, some classes can trade out which spells they prepare and use each day. Now, I'm not saying "give all Fighters spells". I get that there's people who don't want that, and I can totally see why. But we can take a cue from spell design here and give Fighters not only more customization options, but modular ones that can be swapped out say on a long rest. I know, I know. "How is that realistic?" Well it's not. People in the real world can rarely go "yanno what? I'm tired of being a carpenter, I'm going to forget all of that and be an electrician today." But if you want to improve the Fighter class (and his relatives), making the class more versatile by introducing modularity is a great way to remedy that. It's like the old school weapon specialization- you're told to make this one time decision for the rest of your career. So you become the master of the Hook Fauchard and then a few dungeon crawls later, you find this +2 Greatsword, +4 vs. Chaotic Evil creatures called [I]The Flame of the North [/I]that not only has this cool backstory and looks baddass as hell, it even talks when CE creatures are around, telling you to [I]Strike! Strike! Strike![/I]...and the best part is, it's not actually intelligent, so no chance of it taking you over and making you stab yourself because maybe you're not 100% alignment-compatible with it! So you pick it up and...oh wait. You're not even proficient with it, and won't be until...let's see, you're level 4 so...ugh, level 6!? And not only that, by using this thing, your Hook Fauchard training lies fallow! "Well, them's the breaks" the DM says. "The world doesn't change because you're in it. Who would make an enchanted hook fauchard anyways?" "It's a legitimate military weapon used on real world battlefields in antiquity!" You cry, to no avail. You might say there's no analogy to this situation in 5e, but there totally is. Imagine your Fighter with the Duelist Fighting Style comes across a weapon like [I]The Flame of the North[/I] today! Same scenario. But what if Fighting Styles were modular, and Fighters were designed to be able to swap them out as needed? And got more of them? Maybe even a "Wild Card" Feat that they can swap out whenever desired? Seems like that would improve the class fantasy and make the class play better without making it blatantly overpowered. Isn't that worth casually ignoring the hit to "verisimilitude"? [/QUOTE]
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