Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Thoughts on Mearls' Comments on Fighter Subclasses Lacking Identity
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ninjayeti" data-source="post: 6675133" data-attributes="member: 6789120"><p>If the issue is that you want mechanics to support your concept, then why not work with the existing mechanics? To use your example: if a canny knight is mechanically a fighter that wears armor more effectively and fights better mounted then isn't that covered by the Defense fighting style (+1 AC while wearing armor) and the mounted combatant feat? </p><p></p><p>Reading through this thread it seems like 95% of the subclasses people are asking for could already be covered with existing backgrounds, fighting styles, and/or feats and the rest could be done through muticlassing. It strikes me as a recipe for rules bloat if we are creating a bunch of new subclasses that replicate things we already have existing rules for. (Yes, most races don't get feats until 4th level, but most subclasses don't kick in until 3rd level so I don't see this as a game breaking difference). </p><p></p><p>If the issue is Mearls' original point that the fighter subclasses lack flavor then I am not sure how a "knight" built using existing background/feats and fighting styles is any less flavorful than one that has an official "knight" subclass. </p><p> </p><p></p><p></p><p>Actually a blank slate gives people the MOST to work with. Giving people a few cookie cutter subclasses is not going to produce interesting characters. Giving creative players some tools and room to work will.</p><p></p><p></p><p></p><p>The issues you raise here seem to be more about wanting more rules options for the fighter class. Which is totally fair - but is different than saying the fighter subclasses lack flavor, which is the original point of the post. </p><p></p><p></p><p></p><p>Totally true. But Mearls' original point was that the fighter subclasses need a stronger flavor and identity. If your point is that people will ignore that flavor of the new subclasses and just use the additional mechanics then you are not really solving the problem Mearls raises - your are just asking for more rules options for fighters. </p><p></p><p></p><p></p><p>Fair point. But are a bunch of new subclasses the only solution to this issue? Couldn't you just include a bunch of fighter archetypes with suggested builds for new players? (E.g. "If you want your fighter to be a scout, put your highest score in Dex, take the Outlander background and the Archery fighting style. At 6th level take the Sharpshooter feat.")</p></blockquote><p></p>
[QUOTE="ninjayeti, post: 6675133, member: 6789120"] If the issue is that you want mechanics to support your concept, then why not work with the existing mechanics? To use your example: if a canny knight is mechanically a fighter that wears armor more effectively and fights better mounted then isn't that covered by the Defense fighting style (+1 AC while wearing armor) and the mounted combatant feat? Reading through this thread it seems like 95% of the subclasses people are asking for could already be covered with existing backgrounds, fighting styles, and/or feats and the rest could be done through muticlassing. It strikes me as a recipe for rules bloat if we are creating a bunch of new subclasses that replicate things we already have existing rules for. (Yes, most races don't get feats until 4th level, but most subclasses don't kick in until 3rd level so I don't see this as a game breaking difference). If the issue is Mearls' original point that the fighter subclasses lack flavor then I am not sure how a "knight" built using existing background/feats and fighting styles is any less flavorful than one that has an official "knight" subclass. Actually a blank slate gives people the MOST to work with. Giving people a few cookie cutter subclasses is not going to produce interesting characters. Giving creative players some tools and room to work will. The issues you raise here seem to be more about wanting more rules options for the fighter class. Which is totally fair - but is different than saying the fighter subclasses lack flavor, which is the original point of the post. Totally true. But Mearls' original point was that the fighter subclasses need a stronger flavor and identity. If your point is that people will ignore that flavor of the new subclasses and just use the additional mechanics then you are not really solving the problem Mearls raises - your are just asking for more rules options for fighters. Fair point. But are a bunch of new subclasses the only solution to this issue? Couldn't you just include a bunch of fighter archetypes with suggested builds for new players? (E.g. "If you want your fighter to be a scout, put your highest score in Dex, take the Outlander background and the Archery fighting style. At 6th level take the Sharpshooter feat.") [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Thoughts on Mearls' Comments on Fighter Subclasses Lacking Identity
Top