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Community
General Tabletop Discussion
*Dungeons & Dragons
Weapons should break left and right
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<blockquote data-quote="Not a Decepticon" data-source="post: 9766321" data-attributes="member: 7020527"><p>That also creates its own issue, namely that in 3.5 it was very common to complain that 1. Meele characters are so useless their magic weapons and items do everything for them (which lead to 5e removing ability to buy magic items) and 2. Nothing stops casters from picking up the same magic items and overshadow martials even more. you know, it's like in Marvel when they were creating Wolverine. Originally he was supposed to wear gauntlets that have retractable claws, until an artist or editor pointed out that anyone can just put them on and be Wolverine, which lead to the claws as we know them, being part of his adamantium skeleton.</p><p></p><p></p><p>Except the complaints I listed are things people are actively saying about martial classes, not assumptions. People come to this game to be cool heroes and are pissed that the only way to do that is to be a caster, when most of heroes in fantasy are able to be cool and heroic and do amazing things without being magic users. They want that and then come to play a Fighter or Rogue and are frustrated they do the same thing each turn, have no strategy to use aside "swing weapon" and do not feel like growing in power at all, while casters do.</p><p></p><p>If you can find a way to solve these issues without increasing complexity, then I'd be interested.</p><p></p><p>Also, I like to look at Draw Steel, which is already very succesful and effectively has no real "simple" class and Matt Colville even spoke how, even if you play a meele class, this is not a game where you play a regular dude with sword & board, you play the likes of Hercules, Samson or Cu Chulain and the mechanics are reflecting that. And it seems to be working pretty well.</p></blockquote><p></p>
[QUOTE="Not a Decepticon, post: 9766321, member: 7020527"] That also creates its own issue, namely that in 3.5 it was very common to complain that 1. Meele characters are so useless their magic weapons and items do everything for them (which lead to 5e removing ability to buy magic items) and 2. Nothing stops casters from picking up the same magic items and overshadow martials even more. you know, it's like in Marvel when they were creating Wolverine. Originally he was supposed to wear gauntlets that have retractable claws, until an artist or editor pointed out that anyone can just put them on and be Wolverine, which lead to the claws as we know them, being part of his adamantium skeleton. Except the complaints I listed are things people are actively saying about martial classes, not assumptions. People come to this game to be cool heroes and are pissed that the only way to do that is to be a caster, when most of heroes in fantasy are able to be cool and heroic and do amazing things without being magic users. They want that and then come to play a Fighter or Rogue and are frustrated they do the same thing each turn, have no strategy to use aside "swing weapon" and do not feel like growing in power at all, while casters do. If you can find a way to solve these issues without increasing complexity, then I'd be interested. Also, I like to look at Draw Steel, which is already very succesful and effectively has no real "simple" class and Matt Colville even spoke how, even if you play a meele class, this is not a game where you play a regular dude with sword & board, you play the likes of Hercules, Samson or Cu Chulain and the mechanics are reflecting that. And it seems to be working pretty well. [/QUOTE]
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