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General Tabletop Discussion
*Dungeons & Dragons
Weapons should break left and right
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<blockquote data-quote="GrimCo" data-source="post: 9766294" data-attributes="member: 7044462"><p>Simplicity comes from that basic loop - hit them with the pointy end. Wizards complexity comes from choices. But those choices gives them options to do cool stuff at high levels. If you want fighters to do cool stuff, well, you need to make it bit more complex. But, you can play complex character in simple way. FE Warblade in 3.5 got stances and manouvers. So you had options to break laws of physics and do really cool stuff. But also, you could play Warblade as basic fighter- just bonk stuff over head until they dropped. </p><p></p><p>3.5 solved it with magic items. You got elemental damage, resistance to magic, crits, larger crit ranges, auto decapitation on crits etc. That's one way. Other is similar. You give them always on passive abilities. For instance, Champions improved critical. You get it, scribe it next to your weapon on character sheet and that's it.</p></blockquote><p></p>
[QUOTE="GrimCo, post: 9766294, member: 7044462"] Simplicity comes from that basic loop - hit them with the pointy end. Wizards complexity comes from choices. But those choices gives them options to do cool stuff at high levels. If you want fighters to do cool stuff, well, you need to make it bit more complex. But, you can play complex character in simple way. FE Warblade in 3.5 got stances and manouvers. So you had options to break laws of physics and do really cool stuff. But also, you could play Warblade as basic fighter- just bonk stuff over head until they dropped. 3.5 solved it with magic items. You got elemental damage, resistance to magic, crits, larger crit ranges, auto decapitation on crits etc. That's one way. Other is similar. You give them always on passive abilities. For instance, Champions improved critical. You get it, scribe it next to your weapon on character sheet and that's it. [/QUOTE]
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Weapons should break left and right
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