D&D General When Was it Decided Fighters Should Suck at Everything but Combat?


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Or you could increase the difficulty of a maneuver if you try to use it multiple times in the same situation, to represent one's opponents getting wise to your style.

If "difficulty" also means "risk" then I'm all for it. That could mean just the difficulty, if you have to give up your action to use it. (Increased chance of wasted turn.). But if it's, say, something you just add on to your regular attack, then increasing the difficulty isn't really much of a trade-off.

In general I think a red flag signaling potentially poor design is if players say, "Sure, why not try? Can't hurt?" (For example, "Can I roll, too?")
 

I'll again suggest that barring spells and class abilities, D&D has never much been good at this. Its probably better now than in the OD&D days, but that's damning with faint praise.

Right, it's damning with faint praise. So I don't think it's a worthwhile objective to try to make skills be as exciting as combat was in OD&D.

And it really doesn't take much to make it feel like your choices matter in combat. Some basic movement and position, cover, a couple different choices other than "I swing my sword" and it can be pretty fun. (One of the many reasons I tired of The One Ring is that combat was just too repetitive.)

I'm not sold they have to be situational, and they absolutely don't have to be improvised. You could provide a list of optional things you can do that cause other penalties, and most of them would be generic within a given skill.

You keep saying it can be done ("it" being to design a general purpose skill system that is like a halfway decent combat system, where player choices matter). So...where is it? Who has done it?
 

And, for the record, I disagree with the premise in the title of the thread. I don't think Fighters suck at all. I love playing Fighters (and Rogues) because all that movement and positioning stuff is their bread & butter. Wizards may math out well, but I both hate the game of conserving my spell slots (as mentioned up thread) and I also find it boring to stand in the back casting cantrips. Cantrips are the Wizard equivalent of "I swing my sword...again."

EDIT: And of course I had forgotten what the title actually said: "...at everything but combat." I'm so used to people complaining that Fighters aren't fun to play in general I forgot that part.
 
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If "difficulty" also means "risk" then I'm all for it. That could mean just the difficulty, if you have to give up your action to use it. (Increased chance of wasted turn.). But if it's, say, something you just add on to your regular attack, then increasing the difficulty isn't really much of a trade-off.

In general I think a red flag signaling potentially poor design is if players say, "Sure, why not try? Can't hurt?" (For example, "Can I roll, too?")
I would have it take your action.
 

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