Nifft
Penguin Herder
For some, the glory of the team kill is as fun as the solo kill.Hussar said:Seriously? I'm not being snarky here. Or, if I am, I totally don't mean to be. But, what's fun about "aid another"?
I swing both ways.
Cheers, -- N
For some, the glory of the team kill is as fun as the solo kill.Hussar said:Seriously? I'm not being snarky here. Or, if I am, I totally don't mean to be. But, what's fun about "aid another"?
I like the team kill, too, which is why I might actually play a Bard again if the other classes are covered. Bards are fun.Nifft said:For some, the glory of the team kill is as fun as the solo kill.
I swing both ways.
Cheers, -- N
Or if he just wants to do anything to the enemy. I'm playing a low level cleric, and the only options I really have to hamper the enemies, spell-wise, is "Bane", "Cause Fear" or "Hold Person" (Which is pretty limited).CleverNickName said:Clerics can be frustrating for players who like their spellcasters to dish out damage by the handful. If a player is accustomed to being a fireball-slinging blaster, he will feel like a babysitter most of the time if he chooses a cleric.
Or that even in a combat, that is still their only option. Meanwhile, at least the rogue has to be tactical to do his thing, and the plethora of classes have some options. Meanwhile, I... swing my sword.Fighters can be frustrating for players who like to "deep roleplay," with lots of social interaction and story. If a player likes dynamic interaction, playing a fighter will feel very repetitive most of the time ("I swing my sword...I swing my sword...I swing my sword...").
Or the rogue player doesn't want to be the trap-disarmer-on-a-stick.Rogues can be frustrating for players who try to exploit the Sneak Attack ability to make a superhero battlefield champion or a lightning-throwing mage. Players who want to deal out tons of damage will find the rogue very fragile and restricted most of the time, at least for the first 10 levels or so until sneak attack ramps up.
And I think that's a pretty gross generalization.As for the lack of options, I think the core classes are like potato chips...they are so good, nobody can have just one. It seems like today's players all want a fighter who can blast and heal and sneak as good as anyone else, and the rules haven't accomodated this yet. 4E sounds like it is getting close, though.
I sometimes wonder if others underestimate the usefulness of the tactical options trip, disarm, sunder, bullrush or grapple. Maybe it's just because too many monsters are a lot larger then PCs (making these options less useful), but at least I was able to play an entertaining fighter this way.Rechan said:Or if he just wants to do anything to the enemy. I'm playing a low level cleric, and the only options I really have to hamper the enemies, spell-wise, is "Bane", "Cause Fear" or "Hold Person" (Which is pretty limited).
I think debuffs are sexy. But debuff spells are much higher, and there's not a class that does debuffing at all. There's barely any PrCs!
Or that even in a combat, that is still their only option. Meanwhile, at least the rogue has to be tactical to do his thing, and the plethora of classes have some options. Meanwhile, I... swing my sword.
I agree with this. Trip and grapple are very viable, even if you don't have the feats, so long as you have reach to avoid the AoO. Also fighting defensively, switching between sword and board and 2-hander, tanglefoot bags and use of combat expertise/power attack. 3e gives a lot more options for melee guys, and improves them significantly in comparison to casters, than 1e and 2e.Mustrum_Ridcully said:I sometimes wonder if others underestimate the usefulness of the tactical options trip, disarm, sunder, bullrush or grapple. Maybe it's just because too many monsters are a lot larger then PCs (making these options less useful), but at least I was able to play an entertaining fighter this way.
fuindordm said:I recognize that all these problems are minor and correctable with a bit of effort!
Here are my impressions of the core classes:
Clerics: this class looks good on paper with loads of attack and defense options, but in combat your actions are too often dictated by the needs of the party. That can be frustrating at times. Spontaneous healing, which was supposed to solve this problem, actually made it worse.
Ragnar69 said:I found clerics and wizards unfun because the high amount of pre-adventuring work. Selecting your spells from dozens of choices on each spell level, memorising the descriptions so you don't have to flip open one or more rulebooks with every spell cast, getting always stocked up on scrolls and wands...
Hussar said:Rogue is a perfect example. Why should I, as DM, refrain from using large swaths of common monsters (undead and constructs) just because the rogue will be sidelined in EVERY encounter?
Why not change the rogue so that he is no longer sidelined? Doesn't that make a whole lot more sense? One of the most archtypal dungeons - a tomb raid - makes the rogue player cry because he gets to sit out every fight. And, yes, I do mean sit out because "Aid Another" is not fun. It's boring.
If it was one fight, or something that happened once in a very long while, that's fine. There's nothing wrong with having the occasional encounter that plays to the strengths of another character. But, we're talking four, five different monster types. A significant portion of the Monster Manual specifically nerfs the rogue. That's uncool.
You're kidding, right? Take a stroll through the 5 MMs, and other monster books. Undead are the most popular. There's an undead for every type of death - I'd be surprised if there isn't "Slipped on a bar of soap in the shower" Undead.billd91 said:There may be many monsters in the MMs that nerf the rogue's main combat ability, but how frequent are they really in the game world? I know that adventures tend to be build around "theme monsters" but how many undead can really be counted as being fairly common? Three? Four, maybe?