Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
What does the mundane high level fighter look like? [+]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Quickleaf" data-source="post: 9179556" data-attributes="member: 20323"><p>Right, I agree with what you're both saying here. My long example was showing the design challenge of how to take just one small thing that has come up repeatedly – high level mundane fighters should be able to jump higher – and illustrate the problems with tackling it in the way 5e handles jumping rules with hard numbers.</p><p></p><p>You can break away from any real life references, I get that, but then it's a question of degree – 30 feet high jumps? Are you the player still feeling grounded in the mundane fighter fantasy of "what a person can achieve with skill, wits, and blade alone"? 50 foot high jumps? 100 foot high jumps? Where is your line? Hard number design demands we establish an answer and some kind of reason for that answer.</p><p></p><p>Or you go in the direction [USER=6801845]@Oofta[/USER] is describing, more narrative a la "Athletics checks to exceed jump distances", but then the rules are silent and you're getting closer to narrative mechanics waters. And inevitably that's going to start losing some 5e players as it's bucking the microtransactional trend of 5e's class/character design. Narrative mechanics design demands we consider both player tolerance (how far in a narrative non-numerical direction can we push this?) AND how the proposed rule plays with existing rules (or the lack thereof).</p><p></p><p>Basically, I'm using high jump as a microcosm of the big picture design challenge with a mundane high-level fighter. You can apply this line of questioning to almost any proposed change to the class, looking at tension between hard numbers vs. narrative design, whether the design change preserves the "mundane/grounded" fantasy or stretches it too much, whether the change is interesting/meaningful or too microscopic/microtransactional, etc.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9179556, member: 20323"] Right, I agree with what you're both saying here. My long example was showing the design challenge of how to take just one small thing that has come up repeatedly – high level mundane fighters should be able to jump higher – and illustrate the problems with tackling it in the way 5e handles jumping rules with hard numbers. You can break away from any real life references, I get that, but then it's a question of degree – 30 feet high jumps? Are you the player still feeling grounded in the mundane fighter fantasy of "what a person can achieve with skill, wits, and blade alone"? 50 foot high jumps? 100 foot high jumps? Where is your line? Hard number design demands we establish an answer and some kind of reason for that answer. Or you go in the direction [USER=6801845]@Oofta[/USER] is describing, more narrative a la "Athletics checks to exceed jump distances", but then the rules are silent and you're getting closer to narrative mechanics waters. And inevitably that's going to start losing some 5e players as it's bucking the microtransactional trend of 5e's class/character design. Narrative mechanics design demands we consider both player tolerance (how far in a narrative non-numerical direction can we push this?) AND how the proposed rule plays with existing rules (or the lack thereof). Basically, I'm using high jump as a microcosm of the big picture design challenge with a mundane high-level fighter. You can apply this line of questioning to almost any proposed change to the class, looking at tension between hard numbers vs. narrative design, whether the design change preserves the "mundane/grounded" fantasy or stretches it too much, whether the change is interesting/meaningful or too microscopic/microtransactional, etc. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What does the mundane high level fighter look like? [+]
Top