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General Tabletop Discussion
*Dungeons & Dragons
The Fighter/Martial Problem (In Depth Ponderings)
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<blockquote data-quote="ECMO3" data-source="post: 9154205" data-attributes="member: 7030563"><p>I would not say it is bizzare and I would not agree that most want individualism. Most want to play the character they want to play and it has been this way since 1E, the difference is the rules are better positioned to enable it now. I remember well the 1980s when no one wanted to play a Thief or Cleric but without those you would almost certainly die so we fought and took turns with who had to play the Cleric. Now in 5E I love Clerics , typically Tempest, Death or Trickery, and who prepare few healing spells.</p><p></p><p>The difference is in 5E you can be successful without designing, defining and building characters for specific party roles. It is a much more play what you got approach. The game is only generally deadly at 1st and 2nd level and at those levels there is a ton of overlap anyway as spell slots are very limited and many of the important class-defining abilities are not online yet.</p><p></p><p>In 5E, played at medium difficulty, there is a need to cooperate in-game, real time, to be successful but you do not <u>need</u> to plan and build to how you will cooperate ahead of time, out of game. It is different if your DM plays an extremely deadly game that requires optimization for success, to include team optimization, but this makes the game less fun for most players.</p><p></p><p>Even if you play a deadly game that requires specific roles and preplanned cooperation, that is still better handled by the DM supplying henchmen or NPCs to fill the missing roles instead of forcing PCs into such a role.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9154205, member: 7030563"] I would not say it is bizzare and I would not agree that most want individualism. Most want to play the character they want to play and it has been this way since 1E, the difference is the rules are better positioned to enable it now. I remember well the 1980s when no one wanted to play a Thief or Cleric but without those you would almost certainly die so we fought and took turns with who had to play the Cleric. Now in 5E I love Clerics , typically Tempest, Death or Trickery, and who prepare few healing spells. The difference is in 5E you can be successful without designing, defining and building characters for specific party roles. It is a much more play what you got approach. The game is only generally deadly at 1st and 2nd level and at those levels there is a ton of overlap anyway as spell slots are very limited and many of the important class-defining abilities are not online yet. In 5E, played at medium difficulty, there is a need to cooperate in-game, real time, to be successful but you do not [U]need[/U] to plan and build to how you will cooperate ahead of time, out of game. It is different if your DM plays an extremely deadly game that requires optimization for success, to include team optimization, but this makes the game less fun for most players. Even if you play a deadly game that requires specific roles and preplanned cooperation, that is still better handled by the DM supplying henchmen or NPCs to fill the missing roles instead of forcing PCs into such a role. [/QUOTE]
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The Fighter/Martial Problem (In Depth Ponderings)
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