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General Tabletop Discussion
*Dungeons & Dragons
The Fighter/Martial Problem (In Depth Ponderings)
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<blockquote data-quote="CreamCloud0" data-source="post: 9186231" data-attributes="member: 7034710"><p>i would just like to clarify here on the claim that i backpedaled on ASI or that i said ALL choices should be viable</p><p></p><p>first thing: i claimed that all <strong>presented</strong> choices should be equally viable, and that meant in my view, all choices that are <em>built into or determine your class progression</em>, be they class, subclass, base weapon proficiencies, fighting styles or eldritch invocations or anything else similar, things that if you level in your class it is inevitable that you will either have or have or have at least one of them, and which are designed to be part of your class package, for your choice between rogue or paladin to be between two equally viable classes, and your choice between assassin or arcane trickster to be between two equally viable subclasses, and so that when i compare my arcane trickster rogue with your oath of ancients paladin they have an equal amount of viable things going for them, different viable things almost certainly, but equal amounts of viable things.</p><p></p><p>martial weapon proficiencies or extra attack are not built into the sorcerer and therefore i do not consider it a presented choice for the sorcerer to attempt to perform martial combat using weapons, unless of course, they gained a subclass that granted martial weaponry and extra attack in which case i <em>would</em> expect it to be a viable choice to perform martial combat as that is the choice of role it is presenting, in a similar example, i don't expect the heavy armoured cleric to be good at stealth unless there's an explicit subclass who's presented to be meant to be good at stealth.</p><p></p><p>second thing: the reason i exclude ASI, feats, background, species (and multiclassing) is that these choices are not built into your class' progression and intended to work as part of a whole in the same way that class abilities are, yes you may get these other choices at certain designated points in your class progression but the array of choices provided is designed to be equally available to ALL CLASSES not just a singular one,</p><p></p><p>if i order a chocolate sundae at an ice cream shop and it comes with black olives in it then i consider that the fault of whoever either constructed or designed the sundae that there is this thing in it that is not fit for being a dessert, but if i recieve an olive-less sundae and walk over to the toppings station which serves not just for the sundae bar with sauces and sprinkles but also the salad bar too with salad dressing and feta cheese and yes, black olives and i pick olives to put on my sundae, then that's all on me.</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 9186231, member: 7034710"] i would just like to clarify here on the claim that i backpedaled on ASI or that i said ALL choices should be viable first thing: i claimed that all [B]presented[/B] choices should be equally viable, and that meant in my view, all choices that are [I]built into or determine your class progression[/I], be they class, subclass, base weapon proficiencies, fighting styles or eldritch invocations or anything else similar, things that if you level in your class it is inevitable that you will either have or have or have at least one of them, and which are designed to be part of your class package, for your choice between rogue or paladin to be between two equally viable classes, and your choice between assassin or arcane trickster to be between two equally viable subclasses, and so that when i compare my arcane trickster rogue with your oath of ancients paladin they have an equal amount of viable things going for them, different viable things almost certainly, but equal amounts of viable things. martial weapon proficiencies or extra attack are not built into the sorcerer and therefore i do not consider it a presented choice for the sorcerer to attempt to perform martial combat using weapons, unless of course, they gained a subclass that granted martial weaponry and extra attack in which case i [I]would[/I] expect it to be a viable choice to perform martial combat as that is the choice of role it is presenting, in a similar example, i don't expect the heavy armoured cleric to be good at stealth unless there's an explicit subclass who's presented to be meant to be good at stealth. second thing: the reason i exclude ASI, feats, background, species (and multiclassing) is that these choices are not built into your class' progression and intended to work as part of a whole in the same way that class abilities are, yes you may get these other choices at certain designated points in your class progression but the array of choices provided is designed to be equally available to ALL CLASSES not just a singular one, if i order a chocolate sundae at an ice cream shop and it comes with black olives in it then i consider that the fault of whoever either constructed or designed the sundae that there is this thing in it that is not fit for being a dessert, but if i recieve an olive-less sundae and walk over to the toppings station which serves not just for the sundae bar with sauces and sprinkles but also the salad bar too with salad dressing and feta cheese and yes, black olives and i pick olives to put on my sundae, then that's all on me. [/QUOTE]
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The Fighter/Martial Problem (In Depth Ponderings)
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