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General Tabletop Discussion
*Dungeons & Dragons
Thoughts on Improving Martials
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<blockquote data-quote="Steampunkette" data-source="post: 8316931" data-attributes="member: 6796468"><p>Big part of why I'm trying to make it a non-optimized non-class-specific not-full-maneuver system and instead just some minor combat options that a player can ignore without "Nerfing" their character class.</p><p></p><p>Though the real problem for Martials is out of combat and in skills. Because the current skill design of the game has one system trying to uphold two entire pillars and it effectively disadvantages martials twice in it's structure.</p><p></p><p>First their skill options are very limited and have few selections. And second that it often relies on Int/Wis/Cha which Martials don't prioritize because their three-pillar priority is on the Str/Dex/Con axis of stats. Yeah, backgrounds exist and the Skilled feat exists (for those tables that use feats), but that doesn't solve the underlying problems of the system it just adds in an opportunity cost to playing a less skill-centric class.</p><p></p><p>Skills in general being the Rogue's thing and the Wizard being good at Knowledge skills and the Bard/Sorcerer/Warlock being good Faces leaves Barbarians and Fighters, and to a lesser degree Monks, Paladins, and Rangers largely twiddling their thumbs for skill-use sections of the game. It's a very heavy sacred cow.</p><p></p><p>In retrospect it probably goes a long way to explain why the Social Aspects of the game are largely meant to be weighted by RP and Arguments with the actual charisma skills largely useless except in expediting that process in games where RP is less important to the players, or when trying to make a swift argument in the middle of a combat sequence, and similar situations.</p><p></p><p>The more I think about it, the more I feel like Skills in general need a radical overhaul as a design space. Maybe make skills into a "strictly" exploration pillar function with a separate Social System? I've been running over options all night in my head. Minimal sleep.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8316931, member: 6796468"] Big part of why I'm trying to make it a non-optimized non-class-specific not-full-maneuver system and instead just some minor combat options that a player can ignore without "Nerfing" their character class. Though the real problem for Martials is out of combat and in skills. Because the current skill design of the game has one system trying to uphold two entire pillars and it effectively disadvantages martials twice in it's structure. First their skill options are very limited and have few selections. And second that it often relies on Int/Wis/Cha which Martials don't prioritize because their three-pillar priority is on the Str/Dex/Con axis of stats. Yeah, backgrounds exist and the Skilled feat exists (for those tables that use feats), but that doesn't solve the underlying problems of the system it just adds in an opportunity cost to playing a less skill-centric class. Skills in general being the Rogue's thing and the Wizard being good at Knowledge skills and the Bard/Sorcerer/Warlock being good Faces leaves Barbarians and Fighters, and to a lesser degree Monks, Paladins, and Rangers largely twiddling their thumbs for skill-use sections of the game. It's a very heavy sacred cow. In retrospect it probably goes a long way to explain why the Social Aspects of the game are largely meant to be weighted by RP and Arguments with the actual charisma skills largely useless except in expediting that process in games where RP is less important to the players, or when trying to make a swift argument in the middle of a combat sequence, and similar situations. The more I think about it, the more I feel like Skills in general need a radical overhaul as a design space. Maybe make skills into a "strictly" exploration pillar function with a separate Social System? I've been running over options all night in my head. Minimal sleep. [/QUOTE]
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