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What Core Class was actually fun to play
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3971092" data-attributes="member: 710"><p>Grapple: It's best used against enemies like Rogues and Spellcasters. Against Giants or Dragons - forget it. If you use it often enough, you begin to understand the rules well enough. The important part of grappling though is not to damage your foe, but to keep him unable to act. Your parties Rogue or Cleric will have the honor of killing the foe, probably. (Which makes it a less useful tactic if you lack other "melees" in your party)</p><p></p><p>Sunder: If the enemy is using weapon,they aren't always that expensive. Think of it as using a scroll or potion - or if the weapon _was_ expensive, think of it as avoiding to pay for Raise Dead. </p><p></p><p>Bullrush: Best used in close quarters or near pits or keep your enemy away from your weaker friends. But the result often seems a bit too random (the d20 is still the bigger part of the roll)</p><p></p><p>Disarm: You really need a fighter for this route. But I think it can pay off often enough.</p><p></p><p>The mistake is to attempt to be good at only one of these options. Which makes it hard for any non-Fighter, and Fighters will have to sacrifice the "plain" but effective feats like Weapon Focus & co.</p><p></p><p>And sometimes (maybe too often in 3.x), the only thing you can do is use regular attack. </p><p>---</p><p></p><p></p><p>It might be them misrepresenting them, but it might also just be their personal perception. They are game designers. They play the game a lot (maybe more often then most of us!). Any flaw they detect is in their face, all the time. I think that makes the flaws a lot more annoying to them then they are experienced by us. But that is probably not bad, because it makes them aim to avoid these flaws in the next edition. It might just be bad that it comes off as badmouthing 3.x.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3971092, member: 710"] Grapple: It's best used against enemies like Rogues and Spellcasters. Against Giants or Dragons - forget it. If you use it often enough, you begin to understand the rules well enough. The important part of grappling though is not to damage your foe, but to keep him unable to act. Your parties Rogue or Cleric will have the honor of killing the foe, probably. (Which makes it a less useful tactic if you lack other "melees" in your party) Sunder: If the enemy is using weapon,they aren't always that expensive. Think of it as using a scroll or potion - or if the weapon _was_ expensive, think of it as avoiding to pay for Raise Dead. Bullrush: Best used in close quarters or near pits or keep your enemy away from your weaker friends. But the result often seems a bit too random (the d20 is still the bigger part of the roll) Disarm: You really need a fighter for this route. But I think it can pay off often enough. The mistake is to attempt to be good at only one of these options. Which makes it hard for any non-Fighter, and Fighters will have to sacrifice the "plain" but effective feats like Weapon Focus & co. And sometimes (maybe too often in 3.x), the only thing you can do is use regular attack. --- It might be them misrepresenting them, but it might also just be their personal perception. They are game designers. They play the game a lot (maybe more often then most of us!). Any flaw they detect is in their face, all the time. I think that makes the flaws a lot more annoying to them then they are experienced by us. But that is probably not bad, because it makes them aim to avoid these flaws in the next edition. It might just be bad that it comes off as badmouthing 3.x. [/QUOTE]
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