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What is the essence of D&D
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<blockquote data-quote="Campbell" data-source="post: 7823684" data-attributes="member: 16586"><p>I think the desire for more interesting martial classes comes from a fundamental change in the way modern role playing games treat combat. In the classic game the focus was on the adventuring decisions and violent conflicts were something to be quickly resolved so you could get back to the adventuring.</p><p></p><p>Modern role playing games treat combat as an action scene, meant to be captivating in its own right. It is supposed to feel dramatic and dynamic. Round by round actions are supposed to be tense and impacting. It tells a story.</p><p></p><p>Combine these longer more dramatic, longer combats with the lifting of nearly all meaningful constraints of spell caster power. With more spell slots, spells that are easier to cast, spells that have a much higher chance to make an impact, and spell mechanics that are just plain more dynamic it had never been more fun to play a spell caster. Meanwhile martial characters got locked into place if they wanted to use all of their attacks, lost a lot of power compared to monsters, and longer combats meant you felt like you were not getting the same game play fun as players of spell casters.</p><p></p><p>For me personally something else happened. I had played other role playing games! Games like Vampire, Werewolf, Feng Shui, and Legend of the Five Rings. These games had more interesting fighter types to play. Then about half way into our run playing 3rd Edition something happened. It's name was Exalted and for all its flaws fighter types were just as interesting and dynamic to play as any other type of character. When we went back to playing Dungeons and Dragons I could not play a fighter anymore. I opted to play clerics and psychic warriors instead.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7823684, member: 16586"] I think the desire for more interesting martial classes comes from a fundamental change in the way modern role playing games treat combat. In the classic game the focus was on the adventuring decisions and violent conflicts were something to be quickly resolved so you could get back to the adventuring. Modern role playing games treat combat as an action scene, meant to be captivating in its own right. It is supposed to feel dramatic and dynamic. Round by round actions are supposed to be tense and impacting. It tells a story. Combine these longer more dramatic, longer combats with the lifting of nearly all meaningful constraints of spell caster power. With more spell slots, spells that are easier to cast, spells that have a much higher chance to make an impact, and spell mechanics that are just plain more dynamic it had never been more fun to play a spell caster. Meanwhile martial characters got locked into place if they wanted to use all of their attacks, lost a lot of power compared to monsters, and longer combats meant you felt like you were not getting the same game play fun as players of spell casters. For me personally something else happened. I had played other role playing games! Games like Vampire, Werewolf, Feng Shui, and Legend of the Five Rings. These games had more interesting fighter types to play. Then about half way into our run playing 3rd Edition something happened. It's name was Exalted and for all its flaws fighter types were just as interesting and dynamic to play as any other type of character. When we went back to playing Dungeons and Dragons I could not play a fighter anymore. I opted to play clerics and psychic warriors instead. [/QUOTE]
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