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What is balance to you, and why do you care (or don't)?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8624695" data-attributes="member: 6790260"><p>Because it's something cool for Fighters to do. Anyone can attempt to break things (I would likely use the generic <em>Defy Danger</em> or <em>Defend</em> moves, depending on the player's goal, or maybe <em>Hack & Slash</em> if the goal is offense-oriented). This is just a little something more that befits a Fighter. Other playbooks get their own stuff.</p><p></p><p>To turn the questions back on you: Why does <em>everything</em> have to be something everyone can do, unless it's magic? Why can't there just be specialized skills only some people pick up? You seem to be arguing that <em>literally all people</em> are able to do all physical activities and that's just ridiculous, so I feel like I have to be <em>missing</em> something in your argument.</p><p></p><p>Further: if you don't have a Fighter in your game, you can just straight-up take <em>Bend Bars, Lift Gates</em> as a multiclass move if your playbook offers one that allows you to take a move from any other class. (As noted, DW strongly and very wisely recommends NOT doubling up playbooks in a single group, because it WILL feel very samey. If I had a player who wanted something <em>like</em> this move but tailored to a different playbook, I would work with them to develop something.)</p><p></p><p></p><p>Yeah, this dilutes the benefit to the point that it's not actually something I can accept anymore. I want things that are <em>special</em> about being a Fighter. They don't have to be PERFECT DO-EVERYTHING moves. Just something special that makes being a Fighter <em>genuinely actually different</em> from being whatever else. Having "you get +30% to Basic Moves" is both INCREDIBLY boring (like...that's straight-up what SO many people <em>constantly</em> pitched a fit over in 4e, that there were too many <em>boring numeric bonuses</em>) and gives me, if anything, <em>negative</em> feeling that the Fighter is something distinct from other things--it doesn't just not stand out, it actively tries to <em>not</em> stand out.</p><p></p><p></p><p>Then we will never see eye-to-eye on this. I want Fighters to have <em>something</em>, (almost) <em>anything</em>, that is genuinely actually unique to them and not just generically available to anyone. As noted above, there can be much more loosey-goosey "well, this more or less fits" options for non-Fighters. But Fighters (and, separately and individually, Rogues, Barbarians, Monks, etc.) need to have things that really are special about being what they are. Otherwise they're literally big piles of <em>actively trying to have nothing notable</em>.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8624695, member: 6790260"] Because it's something cool for Fighters to do. Anyone can attempt to break things (I would likely use the generic [I]Defy Danger[/I] or [I]Defend[/I] moves, depending on the player's goal, or maybe [I]Hack & Slash[/I] if the goal is offense-oriented). This is just a little something more that befits a Fighter. Other playbooks get their own stuff. To turn the questions back on you: Why does [I]everything[/I] have to be something everyone can do, unless it's magic? Why can't there just be specialized skills only some people pick up? You seem to be arguing that [I]literally all people[/I] are able to do all physical activities and that's just ridiculous, so I feel like I have to be [I]missing[/I] something in your argument. Further: if you don't have a Fighter in your game, you can just straight-up take [I]Bend Bars, Lift Gates[/I] as a multiclass move if your playbook offers one that allows you to take a move from any other class. (As noted, DW strongly and very wisely recommends NOT doubling up playbooks in a single group, because it WILL feel very samey. If I had a player who wanted something [I]like[/I] this move but tailored to a different playbook, I would work with them to develop something.) Yeah, this dilutes the benefit to the point that it's not actually something I can accept anymore. I want things that are [I]special[/I] about being a Fighter. They don't have to be PERFECT DO-EVERYTHING moves. Just something special that makes being a Fighter [I]genuinely actually different[/I] from being whatever else. Having "you get +30% to Basic Moves" is both INCREDIBLY boring (like...that's straight-up what SO many people [I]constantly[/I] pitched a fit over in 4e, that there were too many [I]boring numeric bonuses[/I]) and gives me, if anything, [I]negative[/I] feeling that the Fighter is something distinct from other things--it doesn't just not stand out, it actively tries to [I]not[/I] stand out. Then we will never see eye-to-eye on this. I want Fighters to have [I]something[/I], (almost) [I]anything[/I], that is genuinely actually unique to them and not just generically available to anyone. As noted above, there can be much more loosey-goosey "well, this more or less fits" options for non-Fighters. But Fighters (and, separately and individually, Rogues, Barbarians, Monks, etc.) need to have things that really are special about being what they are. Otherwise they're literally big piles of [I]actively trying to have nothing notable[/I]. [/QUOTE]
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