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Warblade and Swordsage: Overpowered?
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<blockquote data-quote="charlesatan" data-source="post: 3193526" data-attributes="member: 20870"><p>This isn't really a design problem rather than an in-game problem. I mean there are several types of players: those who play for role-playing reasons, those with a concept, and well, there are those who want to kick some ass. For the concept player, I think as long as he got his concept, he's happy with what he's got. Now if what he had in mind was this anime, wuxia character in the first place and he had to settle for Ftr because Book of Nine Swords wasn't out yet, well, certainly he'll be displeased if he can't retcon/remake his character (and shall we blame the designers for giving us more options?). But if he wanted your typical warrior with none of those boost, counters, and stances (it's a whole lot simpler to play for example), then it's simply not going to affect him. Of course if it's the last one, the person who wants to kick some ass, well, there really are other optimal choices rather than picking Ftr (like the various gish classes/builds for example).</p><p></p><p>Of course if it's the character spotlight thing (giving each character a chance to shine during the session), I think it can be set up so that the Ftr still has a shining role. A mid-level/high-level long encounter, for example, will benefit the Ftr more compared to a martial adept for example (as opposed to short, multiple encounters). That's not to say that'll happen in the real world -- characters that outshine other characters do happen. But that's because of the group dynamic, and the munchkin or power-gamer for example, no matter what class he picks, will probably be more effective in combat compared to say, a newbie, even if he picks a really "powerful" class.</p><p></p><p>And admittedly, the Ftr is a difficult class to "optimize", but on the other hand, he's also very simple to play, and choosing the "wrong" feats isn't as crippling compared to playing another warrior-type class that has less feats to spread around.</p></blockquote><p></p>
[QUOTE="charlesatan, post: 3193526, member: 20870"] This isn't really a design problem rather than an in-game problem. I mean there are several types of players: those who play for role-playing reasons, those with a concept, and well, there are those who want to kick some ass. For the concept player, I think as long as he got his concept, he's happy with what he's got. Now if what he had in mind was this anime, wuxia character in the first place and he had to settle for Ftr because Book of Nine Swords wasn't out yet, well, certainly he'll be displeased if he can't retcon/remake his character (and shall we blame the designers for giving us more options?). But if he wanted your typical warrior with none of those boost, counters, and stances (it's a whole lot simpler to play for example), then it's simply not going to affect him. Of course if it's the last one, the person who wants to kick some ass, well, there really are other optimal choices rather than picking Ftr (like the various gish classes/builds for example). Of course if it's the character spotlight thing (giving each character a chance to shine during the session), I think it can be set up so that the Ftr still has a shining role. A mid-level/high-level long encounter, for example, will benefit the Ftr more compared to a martial adept for example (as opposed to short, multiple encounters). That's not to say that'll happen in the real world -- characters that outshine other characters do happen. But that's because of the group dynamic, and the munchkin or power-gamer for example, no matter what class he picks, will probably be more effective in combat compared to say, a newbie, even if he picks a really "powerful" class. And admittedly, the Ftr is a difficult class to "optimize", but on the other hand, he's also very simple to play, and choosing the "wrong" feats isn't as crippling compared to playing another warrior-type class that has less feats to spread around. [/QUOTE]
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