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Weapon Mastery + Cunning Strike+ Battle Master
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<blockquote data-quote="Chaosmancer" data-source="post: 9063384" data-attributes="member: 6801228"><p>You know, stating that you've never suggested otherwise would go over better... if you hadn't suggested otherwise. Such as: </p><p></p><p></p><p></p><p>or</p><p></p><p></p><p></p><p>Or how about</p><p></p><p></p><p></p><p>And then</p><p></p><p></p><p></p><p>This last one is particularly egregious to me, because the chain of discussion traces back to you claiming that people play champion fighters to "spend the time crafting their next-best line, pun, or speech for their turn, instead of deciding whether to spend points to trip an opponent". You are directly stating that MOST players don't put thought or effort into their RP, but that champion fighter players are the exception, because instead of thinking about the battle in front of them, they are crafting RP and that's why they picked a champion fighter. This isn't me making up things, this is me looking at what you said and claimed. </p><p></p><p>And, if you want to instead claim that people pick the Champion fighter because they prefer to have fewer choices and options... well, why doesn't the Samurai work? For 10 levels, the Samurai's ONLY ability that isn't skills or saves, is to get advantage on attacks. And if three times per day deciding when to have advantage on their turn is far too much decision making... why can't they just decide they will always use it on the first turn of combat and make it not a decision? Or what about the Bear Totem Barbarian? The ONLY choice is whether or not to rage, and then you just always reckless attack. This is a single decision. And frankly, I know a single decision or two is perfectly fine for that champion fighter only player. Why? Because action surge and second wind and indomitable are all ALSO decisions. </p><p></p><p>And I don't want to ruin other people's fun, I don't. That's why when I made my combat arts system, it was opt-in, you don't need to use it if you don't want. But there are a lot of us that look at the fighter and see that it isn't stacking up, and every time we try and do something to increase our fun, we get this response that OTHER people's fun, people who don't want to play 99% of the rest of the game, but only want to play the Champion Fighter, means that we can't make the fighter match the standards of the rest of the game. </p><p></p><p>But, we also... have a solution. Why not take the Warrior and the Expert from Tasha's, and use those for the simple class? You can even take the Spellcaster for a simple magic-user. Then you can still play an ultra simple class which doesn't even have a subclass choice, and everyone else can fix the fighter. Isn't that a better solution for all of us?</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9063384, member: 6801228"] You know, stating that you've never suggested otherwise would go over better... if you hadn't suggested otherwise. Such as: or Or how about And then This last one is particularly egregious to me, because the chain of discussion traces back to you claiming that people play champion fighters to "spend the time crafting their next-best line, pun, or speech for their turn, instead of deciding whether to spend points to trip an opponent". You are directly stating that MOST players don't put thought or effort into their RP, but that champion fighter players are the exception, because instead of thinking about the battle in front of them, they are crafting RP and that's why they picked a champion fighter. This isn't me making up things, this is me looking at what you said and claimed. And, if you want to instead claim that people pick the Champion fighter because they prefer to have fewer choices and options... well, why doesn't the Samurai work? For 10 levels, the Samurai's ONLY ability that isn't skills or saves, is to get advantage on attacks. And if three times per day deciding when to have advantage on their turn is far too much decision making... why can't they just decide they will always use it on the first turn of combat and make it not a decision? Or what about the Bear Totem Barbarian? The ONLY choice is whether or not to rage, and then you just always reckless attack. This is a single decision. And frankly, I know a single decision or two is perfectly fine for that champion fighter only player. Why? Because action surge and second wind and indomitable are all ALSO decisions. And I don't want to ruin other people's fun, I don't. That's why when I made my combat arts system, it was opt-in, you don't need to use it if you don't want. But there are a lot of us that look at the fighter and see that it isn't stacking up, and every time we try and do something to increase our fun, we get this response that OTHER people's fun, people who don't want to play 99% of the rest of the game, but only want to play the Champion Fighter, means that we can't make the fighter match the standards of the rest of the game. But, we also... have a solution. Why not take the Warrior and the Expert from Tasha's, and use those for the simple class? You can even take the Spellcaster for a simple magic-user. Then you can still play an ultra simple class which doesn't even have a subclass choice, and everyone else can fix the fighter. Isn't that a better solution for all of us? [/QUOTE]
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