mattcolville
Adventurer
A Thief class. Ditch it.
Weapon Specialization. Ditto.
Weapon Specialization. Ditto.
No, it was horrible, because it destroyed the humanocentric world and made multiclassing useless except for a one or two level dip here and there. An improvement? If a square wheel is an improvement, then I suppose so.
Who says that is the usual meaning of "balance"?If you insist that everyone is equally powerful in combat, the usual meaning of "balance"
Here's an example where using different levels doesn't work: Frank wants his fighter to be a combat monster. Bob wants his bard to be the go-to guy in social encounters. If you insist that everyone is equally powerful in combat, the usual meaning of "balance", then you don't get to have specialists who are better at social interaction, exploration, or other aspects of the game but weaker at combat. And there are plenty of people who would like to play such characters.
This can be an issue in 4e too.I think it's important to be mindful of the trade offs involved in every design decision. For instance, the more primacy you place in character build and things like having the right spell prepared the less important decisions made in the moment will be. Consider weapon specialization in AD&D which tends to mitigate the advantage of choosing a weapon which best fits the current situation.
This can be an issue in 4e too.
The dwarven fighter in my game in fact is able to alternate between his polearm and his mordenkraad, but that is only because of the Dwarven feat that gives him advantages with both; and while the two weapons play quite differently because of the reach mechanics, Polearm Gamble etc, you still wouldn't say it's the most versatile weapon mastery of all time!
The Great Wheel.
I hated that. Too many things just seems to be placed in the wrong places. I think D&D is definitely better off with this half-dead sacred cow.
I think the weapon thing is always going to be mechanically tricky in D&D, because of its action economy that is going to have to put a cost on that, in combination with its hesitation to have too much fiddly detail around weapons other than the damage dice. Not impossible, but tricky.This is something I was going to break out in a post in the spellcaster v fighter thread. Fighter versatility, predicated upon the value of "proficiency all", is something of a myth in actual play. It functionally serves as "mere color" as you are apt to put it
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If, for instance, it was mapped to the spellcaster model, then you would have something. I think a functional analogue would be if Fighters had various, effective active riders for different weapons and various passive riders for armor/shields. Then, much like spellcasters, Fighters would have decision-points based at each short rest and in combat (what armor to put on based on if they think they're fighting a horde, a BBEG, need mobility, et al) and what weapon to pull out mid-stream in combat.