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What is the fighter class to you?
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<blockquote data-quote="steeldragons" data-source="post: 6665498" data-attributes="member: 92511"><p>Fair enough. I didn't say it "should be", I said it "is."</p><p></p><p>Allow me to elucidate.</p><p></p><p>Get a new person to play a game of D&D. They have never played D&D before. They have seen, probably a few fantasy movies. Maybe some comic books or a novel. All they know how to do is roll a die.</p><p></p><p></p><p></p><p>The Fighter PC is in the world. Knows their [very most] basic job and abilities. That player is playing D&D...hopefully imagining their character, envisioning the fight, getting more and more enwrapt in the fantasy story he/she is helping to create with every decision, action, and die roll.</p><p></p><p>There is a reason that nearly every one of those Choose Your Own Adventure books in the dawn of the game and the sample character/game in the Red box Basic set Player's manual were all fighter (or otherwise uncomplicated) adventurers.</p><p></p><p>Want to be a wizard? Ok. No armor. That's simple. Staff or dagger? Ok, now pick X many spells from this list of Z. <read descriptions> Done yet? <read read> Done yet? <read read> Done yet? Can you pick from those cleric spells? No. Why not? Well, because...<explain the types of magic and how they fit/work in the game world>. So you ready? Ok?...You can cast these spells this many times...Well, <explain spellcasting, spell slots, spell levels, and generally how magic works in the game, mechanically> Ok? So those are the ones you want in your book? Great! Now we can adventure.</p><p></p><p>Oh no a goblin is coming at you! ...Well, you can cast a spell or run away or hit it with your staff...Well which ones do you have? Yeah, sure. You can use that one. ...Yeah, that one would work too...Right. If you cast it, you can't use it again (or in 5e: "...,your slot is used up and you only have this many for the rest of the day, now.").</p><p></p><p>So you...you're gonna....?....Ok, take a minute.</p><p></p><p>FIGHTER?! What're you doing? Brilliant. Roll.</p><p></p><p>Come in with a Cleric? FIRST, there's the nearly identical conversations re: magic, spells, divine/arcane, PLUS the joys of explaining the mythologies and divinities, undoubtedly scratching the surface of the cosmology and planar structure, and religions of the game world. Choose a deity. Well, a deity is...It's a polytheistic world, ya know, like the Greeks or Egyptians...Yes...also like "the vikings" and Thor. No you can not be Chris Hemsworth. Yes, I know you are using a hammer. You can look like him! But you'll be mortal and serving a god/goddess. No, that one's an evil guy. No, that one's all about war and death and you said you want to be all about light and healing. Well, take a minute to go through this world-bible and figure out which one you think is most in line with the character you want to play. I'll get back to you.</p><p></p><p>Come in with a Rogue? Little simpler. No magic, anyway. Ok. Here's your armor and these weapons. Now, you can do run away, swing your sword, orrrr this, this, this, this...and that also. Wudduya want to do?</p><p></p><p>The complexity of the class and their features/abilities are, naturally, subject to change and variation depending on the game system and the class' "balance" and ability to "do their job" in relation to other classes in the game. </p><p></p><p>But, the Fighter, by design, is [and should remain] the "gateway drug" of D&D.</p><p></p><p>People coming in with really strong likes/opinions of other fantasy stuff are going to gravitate toward their magic or their skills or their holy warriors because they're excited about them. Not everyone who starts playing D&D is one of those people. And for them, "Here's a fighter. Here's what you can do. Swing your sword." is an AWESOME game [to start with <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ]!</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6665498, member: 92511"] Fair enough. I didn't say it "should be", I said it "is." Allow me to elucidate. Get a new person to play a game of D&D. They have never played D&D before. They have seen, probably a few fantasy movies. Maybe some comic books or a novel. All they know how to do is roll a die. The Fighter PC is in the world. Knows their [very most] basic job and abilities. That player is playing D&D...hopefully imagining their character, envisioning the fight, getting more and more enwrapt in the fantasy story he/she is helping to create with every decision, action, and die roll. There is a reason that nearly every one of those Choose Your Own Adventure books in the dawn of the game and the sample character/game in the Red box Basic set Player's manual were all fighter (or otherwise uncomplicated) adventurers. Want to be a wizard? Ok. No armor. That's simple. Staff or dagger? Ok, now pick X many spells from this list of Z. <read descriptions> Done yet? <read read> Done yet? <read read> Done yet? Can you pick from those cleric spells? No. Why not? Well, because...<explain the types of magic and how they fit/work in the game world>. So you ready? Ok?...You can cast these spells this many times...Well, <explain spellcasting, spell slots, spell levels, and generally how magic works in the game, mechanically> Ok? So those are the ones you want in your book? Great! Now we can adventure. Oh no a goblin is coming at you! ...Well, you can cast a spell or run away or hit it with your staff...Well which ones do you have? Yeah, sure. You can use that one. ...Yeah, that one would work too...Right. If you cast it, you can't use it again (or in 5e: "...,your slot is used up and you only have this many for the rest of the day, now."). So you...you're gonna....?....Ok, take a minute. FIGHTER?! What're you doing? Brilliant. Roll. Come in with a Cleric? FIRST, there's the nearly identical conversations re: magic, spells, divine/arcane, PLUS the joys of explaining the mythologies and divinities, undoubtedly scratching the surface of the cosmology and planar structure, and religions of the game world. Choose a deity. Well, a deity is...It's a polytheistic world, ya know, like the Greeks or Egyptians...Yes...also like "the vikings" and Thor. No you can not be Chris Hemsworth. Yes, I know you are using a hammer. You can look like him! But you'll be mortal and serving a god/goddess. No, that one's an evil guy. No, that one's all about war and death and you said you want to be all about light and healing. Well, take a minute to go through this world-bible and figure out which one you think is most in line with the character you want to play. I'll get back to you. Come in with a Rogue? Little simpler. No magic, anyway. Ok. Here's your armor and these weapons. Now, you can do run away, swing your sword, orrrr this, this, this, this...and that also. Wudduya want to do? The complexity of the class and their features/abilities are, naturally, subject to change and variation depending on the game system and the class' "balance" and ability to "do their job" in relation to other classes in the game. But, the Fighter, by design, is [and should remain] the "gateway drug" of D&D. People coming in with really strong likes/opinions of other fantasy stuff are going to gravitate toward their magic or their skills or their holy warriors because they're excited about them. Not everyone who starts playing D&D is one of those people. And for them, "Here's a fighter. Here's what you can do. Swing your sword." is an AWESOME game [to start with ;) ]! [/QUOTE]
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