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Thoughts on Improving Martials
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<blockquote data-quote="Disgruntled Hobbit" data-source="post: 8315802" data-attributes="member: 7030041"><p>The first problem isn't a real problem. It's an internet problem. It exist only on chat threads</p><p>Far and away the most popular class is the fighter. The simplest martial. With the rogue next. And the cleric and wizard last of the base four. In the secondary classes, ranger and barbarian are at the top along with the simplest spellcaster, the warlock</p><p></p><p>The problem exists for people who like complex characters wanting all the characters to be complex for them. When some (probably most) people just don't like complexity and enjoy martials as is</p><p></p><p>From a gameplay perspective, it is always better to do 100% of your damage. The best condition is "dying"</p><p>Anything that trades an attack for <100% damage is a poor trade</p><p>Unless you can push a creature into something that does more damage than your sword, it's just shuffling tokens about the board. It doesn't DO anything (Just add a rule where if you beat a creatures AC by 10 or more you knock them back 5 feet)</p><p>And as for being OP, that's mathematically not true. The best reliable damage in the game can come from barbarians, fighters, rogues, and even paladins. The only full spellcaster that can excel in damage is the warlock, and it's just a magic archer</p><p></p><p>The second problem IS more of a real problem. But that's the one where your solution is <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p><p>Making backgrounds larger would help. Give everyone a set out of combat role</p><p>The other solution is to tape on a bunch of extra exploration rules and social combat subsystems. But that's adding complexity to the game for little gain. It would only slow down exploration and travel as you'd need to resolve travel actions or something, and reduce roleplaying for a social mechanic</p><p>The real solution would be making characters with personalities. Play characters that don't fade into the background. Do the work and don't just expect the system to pick-up the slack for the fighter who has no motives beyond murder and doesn't take an side skill to allow them to track or diplomatize</p></blockquote><p></p>
[QUOTE="Disgruntled Hobbit, post: 8315802, member: 7030041"] The first problem isn't a real problem. It's an internet problem. It exist only on chat threads Far and away the most popular class is the fighter. The simplest martial. With the rogue next. And the cleric and wizard last of the base four. In the secondary classes, ranger and barbarian are at the top along with the simplest spellcaster, the warlock The problem exists for people who like complex characters wanting all the characters to be complex for them. When some (probably most) people just don't like complexity and enjoy martials as is From a gameplay perspective, it is always better to do 100% of your damage. The best condition is "dying" Anything that trades an attack for <100% damage is a poor trade Unless you can push a creature into something that does more damage than your sword, it's just shuffling tokens about the board. It doesn't DO anything (Just add a rule where if you beat a creatures AC by 10 or more you knock them back 5 feet) And as for being OP, that's mathematically not true. The best reliable damage in the game can come from barbarians, fighters, rogues, and even paladins. The only full spellcaster that can excel in damage is the warlock, and it's just a magic archer The second problem IS more of a real problem. But that's the one where your solution is 🤷♂️ Making backgrounds larger would help. Give everyone a set out of combat role The other solution is to tape on a bunch of extra exploration rules and social combat subsystems. But that's adding complexity to the game for little gain. It would only slow down exploration and travel as you'd need to resolve travel actions or something, and reduce roleplaying for a social mechanic The real solution would be making characters with personalities. Play characters that don't fade into the background. Do the work and don't just expect the system to pick-up the slack for the fighter who has no motives beyond murder and doesn't take an side skill to allow them to track or diplomatize [/QUOTE]
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Thoughts on Improving Martials
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