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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
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<blockquote data-quote="Imaro" data-source="post: 6862360" data-attributes="member: 48965"><p>I disagree that it is the game that pushes towards this... in fact I would argue that the game actually gives us the tools and advice to push more towards a generalist fighter (with the possible exception of 4e and maybe 3e)... but it is willfully ignoring the game advice and subverting the tools that leads to the specialist fighter. This is why I have a problem with a player who specializes to the point that he is not just adequate but bad in a particular type of weapon, say ranged, but then complains about it as a weakness. That's a choice and nothing inherent in the game pushes you to that choice. </p><p></p><p>Things I see in D&D that push towards a generalist fighter are...</p><p></p><p>1. Monster design where some weapons are more effective against certain types of creatures. ie. skeleton & bludgeoning weapons</p><p>2. Flying monsters that necessitate either magic to counter their mobility or ranged weapons as opposed to melee.</p><p>3. Random or DM generated magic items/specialized weapons (Silevered, adamantine, etc.) where a player is not guaranteed he will get a particular weapon.</p><p>4. In older editions I believe there were weapons vs. armor type rules</p><p>5. a range of feats around various types of weapons </p><p></p><p>There are probably more but those are the ones off the top of my head that I can think of. Can you in turn cite what rules or advice you believe pushes the player of a fighter towards a narrow specialization?</p></blockquote><p></p>
[QUOTE="Imaro, post: 6862360, member: 48965"] I disagree that it is the game that pushes towards this... in fact I would argue that the game actually gives us the tools and advice to push more towards a generalist fighter (with the possible exception of 4e and maybe 3e)... but it is willfully ignoring the game advice and subverting the tools that leads to the specialist fighter. This is why I have a problem with a player who specializes to the point that he is not just adequate but bad in a particular type of weapon, say ranged, but then complains about it as a weakness. That's a choice and nothing inherent in the game pushes you to that choice. Things I see in D&D that push towards a generalist fighter are... 1. Monster design where some weapons are more effective against certain types of creatures. ie. skeleton & bludgeoning weapons 2. Flying monsters that necessitate either magic to counter their mobility or ranged weapons as opposed to melee. 3. Random or DM generated magic items/specialized weapons (Silevered, adamantine, etc.) where a player is not guaranteed he will get a particular weapon. 4. In older editions I believe there were weapons vs. armor type rules 5. a range of feats around various types of weapons There are probably more but those are the ones off the top of my head that I can think of. Can you in turn cite what rules or advice you believe pushes the player of a fighter towards a narrow specialization? [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
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