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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What is the vision of the high level fighter?
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<blockquote data-quote="NotAYakk" data-source="post: 8066699" data-attributes="member: 72555"><p>One of the design principles of 5e was to do away with the golf-club-bag of weapons.</p><p></p><p>It isn't ... all that iconic to have a golf-club bag of weapons you swap between.</p><p></p><p>It adds complexity without much in the way of tactics.</p><p></p><p>Making "knowing all weapons" useful is not a goal. "Making fighters useful" is a goal. "Fighters know all weapons" need not be a route to that goal.</p><p></p><p>OTOH, maybe there are people who really want a golf club bag of weapons and swap them. I am not against making that plausible.</p><p></p><p>But if we hard-code it in monsters, we in effect force it on players.</p><p></p><p>On the other hand, if we do away with the idea that knowing a 2nd fighting style is as good as knowing the 1st, and once you have "combat expertise" picking up fighting styles is like a wizard collecting a new spell (a small cost, not a large one), and we put the advantage of using a hammer instead of a sword as part of the <strong>fighting style</strong> not the monster, then we have a way to make swapping weapons be something a PC can invest in, instead of something obligatory or suboptimal.</p><p></p><p>We could still screw it up.</p><p></p><p>But "solving" this by having monsters have 1/2 and 2x damage to weapon types is a 4x power swing via golf-club bag, and that is just going to force it on people whose concept it doesn't match.</p><p></p><p>Also, attunement limits make golf-club bags suboptimal.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8066699, member: 72555"] One of the design principles of 5e was to do away with the golf-club-bag of weapons. It isn't ... all that iconic to have a golf-club bag of weapons you swap between. It adds complexity without much in the way of tactics. Making "knowing all weapons" useful is not a goal. "Making fighters useful" is a goal. "Fighters know all weapons" need not be a route to that goal. OTOH, maybe there are people who really want a golf club bag of weapons and swap them. I am not against making that plausible. But if we hard-code it in monsters, we in effect force it on players. On the other hand, if we do away with the idea that knowing a 2nd fighting style is as good as knowing the 1st, and once you have "combat expertise" picking up fighting styles is like a wizard collecting a new spell (a small cost, not a large one), and we put the advantage of using a hammer instead of a sword as part of the [b]fighting style[/b] not the monster, then we have a way to make swapping weapons be something a PC can invest in, instead of something obligatory or suboptimal. We could still screw it up. But "solving" this by having monsters have 1/2 and 2x damage to weapon types is a 4x power swing via golf-club bag, and that is just going to force it on people whose concept it doesn't match. Also, attunement limits make golf-club bags suboptimal. [/QUOTE]
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What is the vision of the high level fighter?
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