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<blockquote data-quote="Oofta" data-source="post: 8547859" data-attributes="member: 6801845"><p>But the problem is there's no consensus. Heck, how many pages were spent arguing that things that cannot occur naturally in our world isn't <em>really</em> supernatural or magical because anti-magic zone only suppresses certain magic? Some people want the fighter to be able to lift as much as the world dead lift record, run as fast or faster then Usain Bolt, long jump the world record at will. All things that are humanly possible but only under ideal conditions and by world class athletes that do <em>only</em> that one thing. Others want fighters to have mythical powers like removing mountains or changing the course of a river. Why not just expand that out to folk heroes and let them lasso a tornado or carve out something the size of Lake Michigan as a watering hole? Then there are people who want to go really old school and give fighters mercenary companies and kingdoms while the rest of the group ... well I don't know what the rest of the group is supposed to be doing.</p><p></p><p>There is a place for the supernatural and magic in D&D. I don't want my fighter to have supernatural capabilities unless I pick a specific archetype that implements it. Personally I think they kind of goofed when they made the battle master because they painted themselves into a corner. All fighters should have options to gain at least some maneuvers although perhaps the battle master could have had more or more powerful ones.</p><p></p><p>But some people look at game changing moments (which as far as I can tell were all supernatural/magic) many of which are combat related and say "the fighter needs those" while others say "it has nothing to do with combat". When it comes to non combat it's not flying or teleport except those are the types of examples we get of casters doing cool things. Is a fighter going to be able to hypnotize someone and modify their memory? I don't see how. But then when someone says "I don't want my fighter flying" the response is "nobody wants that". Except ... that's what the game changing moments are.</p><p></p><p>I think Tasha's has some good ideas on this with the different fighting styles. I think they should be added to the core list <em>and</em> the fighter should be able to have more fighting styles than they have now. Maybe a "major" fighting style like GWM and a "minor" fighting style like "blind fighting" which is cool but rarely comes up. Instead of getting that minor fighting style they could get expertise in 1 skill. </p><p></p><p>But that's not going to be nearly enough for the people that want fighters to be comic book super heroes or be able to run 200 feet in a round or be as powerful as Hercules. IMHO if you want to play a fighter with supernatural abilities there are plenty of options, even if WOTC has decided to encode many PC supernatural abilities as spells.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8547859, member: 6801845"] But the problem is there's no consensus. Heck, how many pages were spent arguing that things that cannot occur naturally in our world isn't [I]really[/I] supernatural or magical because anti-magic zone only suppresses certain magic? Some people want the fighter to be able to lift as much as the world dead lift record, run as fast or faster then Usain Bolt, long jump the world record at will. All things that are humanly possible but only under ideal conditions and by world class athletes that do [I]only[/I] that one thing. Others want fighters to have mythical powers like removing mountains or changing the course of a river. Why not just expand that out to folk heroes and let them lasso a tornado or carve out something the size of Lake Michigan as a watering hole? Then there are people who want to go really old school and give fighters mercenary companies and kingdoms while the rest of the group ... well I don't know what the rest of the group is supposed to be doing. There is a place for the supernatural and magic in D&D. I don't want my fighter to have supernatural capabilities unless I pick a specific archetype that implements it. Personally I think they kind of goofed when they made the battle master because they painted themselves into a corner. All fighters should have options to gain at least some maneuvers although perhaps the battle master could have had more or more powerful ones. But some people look at game changing moments (which as far as I can tell were all supernatural/magic) many of which are combat related and say "the fighter needs those" while others say "it has nothing to do with combat". When it comes to non combat it's not flying or teleport except those are the types of examples we get of casters doing cool things. Is a fighter going to be able to hypnotize someone and modify their memory? I don't see how. But then when someone says "I don't want my fighter flying" the response is "nobody wants that". Except ... that's what the game changing moments are. I think Tasha's has some good ideas on this with the different fighting styles. I think they should be added to the core list [I]and[/I] the fighter should be able to have more fighting styles than they have now. Maybe a "major" fighting style like GWM and a "minor" fighting style like "blind fighting" which is cool but rarely comes up. Instead of getting that minor fighting style they could get expertise in 1 skill. But that's not going to be nearly enough for the people that want fighters to be comic book super heroes or be able to run 200 feet in a round or be as powerful as Hercules. IMHO if you want to play a fighter with supernatural abilities there are plenty of options, even if WOTC has decided to encode many PC supernatural abilities as spells. [/QUOTE]
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