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What non-combat abilities should fighters have?
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<blockquote data-quote="Quickleaf" data-source="post: 7190347" data-attributes="member: 20323"><p>So, I have three answers there.</p><p></p><p>First, <strong>subclasses</strong> (martial archetypes) are a *great* place to put varied non-combat abilities. There's nothing saying that ALL fighters need to have the same exploration/interaction features. In fact, if you look back at many of the AD&D2e kits, you'll see a repeating pattern of: <em>The Cavalier receives a +3 reaction from anyone of his own culture (except criminals and characters of evil alignment, from whom he receives a –3).</em> That's from <u>The Complete Fighter's Handbook</u>, and the cavalier kit wasn't alone – barbarian and berserkers definitely got that +3 bonus with different groups, and there probably are others I'm not remembering.</p><p></p><p>Second, as I previously pointed out in this thread, in <strong>old school D&D</strong> fighters had built-in non-combat identity as "Barons", ascending to political leadership, gaining followers, and earning tax revenue. A secondary identity as "the gear guy" was also built-in, with increased starting gold, percentile strength greatly increasing maximum load a fighter could carry without suffering encumbrance, and the only one who could use magic swords. That were part of the non-combat identity of ALL fighters and it was stripped away.</p><p></p><p>Third, I would assert that the <strong>fighter originated as a defender</strong>. And I'm not only referring to a tactical role. I'm also referring to the origin of a warrior class that was for the defense of a tribe or settlement. This assertion is reflected in the language used to describe the fighter class in the <u>Rules Cyclopedia</u>: <em>In the D&D® game, fighters protect their weaker friends and allies.</em> Compared to a ranger (who seeks out the horizon), a fighter can be seen as the one responsible for protecting the hearth – earlier I gave some examples of camp talents that I'm playing around with in my own fighter redesign.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7190347, member: 20323"] So, I have three answers there. First, [B]subclasses[/B] (martial archetypes) are a *great* place to put varied non-combat abilities. There's nothing saying that ALL fighters need to have the same exploration/interaction features. In fact, if you look back at many of the AD&D2e kits, you'll see a repeating pattern of: [I]The Cavalier receives a +3 reaction from anyone of his own culture (except criminals and characters of evil alignment, from whom he receives a –3).[/I] That's from [U]The Complete Fighter's Handbook[/U], and the cavalier kit wasn't alone – barbarian and berserkers definitely got that +3 bonus with different groups, and there probably are others I'm not remembering. Second, as I previously pointed out in this thread, in [B]old school D&D[/B] fighters had built-in non-combat identity as "Barons", ascending to political leadership, gaining followers, and earning tax revenue. A secondary identity as "the gear guy" was also built-in, with increased starting gold, percentile strength greatly increasing maximum load a fighter could carry without suffering encumbrance, and the only one who could use magic swords. That were part of the non-combat identity of ALL fighters and it was stripped away. Third, I would assert that the [B]fighter originated as a defender[/B]. And I'm not only referring to a tactical role. I'm also referring to the origin of a warrior class that was for the defense of a tribe or settlement. This assertion is reflected in the language used to describe the fighter class in the [U]Rules Cyclopedia[/U]: [I]In the D&D® game, fighters protect their weaker friends and allies.[/I] Compared to a ranger (who seeks out the horizon), a fighter can be seen as the one responsible for protecting the hearth – earlier I gave some examples of camp talents that I'm playing around with in my own fighter redesign. [/QUOTE]
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