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Where does optimizing end and min-maxing begin? And is min-maxing a bad thing?
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<blockquote data-quote="doctorbadwolf" data-source="post: 7073037" data-attributes="member: 6704184"><p>Yeah, and I personally think that 5e does a good job of that, for the most part. Every class that isn't primarily a spell caster still needs a decent subclass or variant feature or whatever that presents the player with manuevers of some kind, or some other interesting "moving parts" mechanic that isn't magical. Or at least isn't spells. </p><p></p><p></p><p>Actually, I think what the game could use, in that vein, is a large suite of maneuvers, talents, whatever, that are balanced in comparison to spells, but not design to mimic spells. Ie, balanced like 4e martial powers. Perhaps a looser organization than spells, and a system of limitation more similar to Ki than to spell points. </p><p></p><p>However the exact design looks, it would be a system which can replace, in one swell foop, the spellcasting of a class or subclass. It would have stuff appropriate to the ranger, fighter, rogue, and even monk and paladin. Some would be good for any weapon user, some would be specific to a class. BM fighters would be able to choose them instead of it's existing system, and they would cover all the actions provided therein. </p><p></p><p>You might ask, "Paladins? What is the point of a spell-less Paladin?" </p><p></p><p>I'll tell ya! I'd rather my Paladin have some rituals, and some pretty simple magical effects like Divine Sense, Channel Divinity, and Lay on Hands, than actual spells and spell slots. I'd love to replace spellcasting with maneuvers or talents, some magical, some not. Just like some folks would want with the Ranger. </p><p></p><p>ALso, I'd enjoy the Arcane Trickster more if it used more passive and subtle magical effects, and maneuvers, and didn't have spell slots. </p><p></p><p></p><p>While i'm wasting everyone's time with brain crack, let's redesign the fighter! </p><p>What if the Fighter class had an actual basic concept that wasn't just "the best at DPR!" and Second WInd? </p><p></p><p>Could be fun, right? </p><p></p><p>So, we could have Schools/Improved Fighting Styles, Stances, Armor Specialization, and the ability, via Improved Fighting Styles, to specialize in exotic weapons, or normally subpar weapons/weapon combinations, and make them into something special. </p><p></p><p>Schools would be like a second subclass choice, much like Warlocks and Pact Boons, and there would be at least one that is dirt simple, for the Champion types. Stances would be granted by your School, and/or by it's own class feature, and would be a passive benefit with an associated active ability. Using the active ends the stance, and you can enter a stance as a bonus action.</p><p></p><p> IE, your attacks do X while using this stance, and under Y condition, you can do Z. Doing Z ends the stance. </p><p></p><p>The Champion School would have a stance that is just a really simple easy to remember bonus, with a really easy active ability, like "do extra 1d8 when you crit". Super, super, super simple. </p><p></p><p>Basically, the Fighter could be the mundane Martial Artist, including support for unarmed fighting, and a whole subclass dedicated to that concept. But the main focus would be on <em>armed </em>martial arts. </p><p></p><p>I think it would make a great class, and support every single fighter archetype without having a bland center. I just don't have the energy or time right now to build the thing.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7073037, member: 6704184"] Yeah, and I personally think that 5e does a good job of that, for the most part. Every class that isn't primarily a spell caster still needs a decent subclass or variant feature or whatever that presents the player with manuevers of some kind, or some other interesting "moving parts" mechanic that isn't magical. Or at least isn't spells. Actually, I think what the game could use, in that vein, is a large suite of maneuvers, talents, whatever, that are balanced in comparison to spells, but not design to mimic spells. Ie, balanced like 4e martial powers. Perhaps a looser organization than spells, and a system of limitation more similar to Ki than to spell points. However the exact design looks, it would be a system which can replace, in one swell foop, the spellcasting of a class or subclass. It would have stuff appropriate to the ranger, fighter, rogue, and even monk and paladin. Some would be good for any weapon user, some would be specific to a class. BM fighters would be able to choose them instead of it's existing system, and they would cover all the actions provided therein. You might ask, "Paladins? What is the point of a spell-less Paladin?" I'll tell ya! I'd rather my Paladin have some rituals, and some pretty simple magical effects like Divine Sense, Channel Divinity, and Lay on Hands, than actual spells and spell slots. I'd love to replace spellcasting with maneuvers or talents, some magical, some not. Just like some folks would want with the Ranger. ALso, I'd enjoy the Arcane Trickster more if it used more passive and subtle magical effects, and maneuvers, and didn't have spell slots. While i'm wasting everyone's time with brain crack, let's redesign the fighter! What if the Fighter class had an actual basic concept that wasn't just "the best at DPR!" and Second WInd? Could be fun, right? So, we could have Schools/Improved Fighting Styles, Stances, Armor Specialization, and the ability, via Improved Fighting Styles, to specialize in exotic weapons, or normally subpar weapons/weapon combinations, and make them into something special. Schools would be like a second subclass choice, much like Warlocks and Pact Boons, and there would be at least one that is dirt simple, for the Champion types. Stances would be granted by your School, and/or by it's own class feature, and would be a passive benefit with an associated active ability. Using the active ends the stance, and you can enter a stance as a bonus action. IE, your attacks do X while using this stance, and under Y condition, you can do Z. Doing Z ends the stance. The Champion School would have a stance that is just a really simple easy to remember bonus, with a really easy active ability, like "do extra 1d8 when you crit". Super, super, super simple. Basically, the Fighter could be the mundane Martial Artist, including support for unarmed fighting, and a whole subclass dedicated to that concept. But the main focus would be on [I]armed [/I]martial arts. I think it would make a great class, and support every single fighter archetype without having a bland center. I just don't have the energy or time right now to build the thing. [/QUOTE]
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Where does optimizing end and min-maxing begin? And is min-maxing a bad thing?
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