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Why does 5E SUCK?
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<blockquote data-quote="Erechel" data-source="post: 7504107" data-attributes="member: 6784868"><p>Hey, you are again missing my point. You are making a straw man. Be bored all what you want about fighters. It doesn't matter. I didn't even discuss you about the "new, interesting things fighters can do that no one can". I don't know why you keep explaining to me something I've never ever negate. Although I could say that the customization (ASI, fighting styles and action surge) possibility of fighters is their main source of versatility, and skills are the main way to interact with the game, so even without feats, as you have better stats, you are better than average classes (barring rogues and bards), without needing to sacrifice combat prowess nor possible tactics: rogues and bards are much more shoehorned into certain roles: stealthy guy and face guy, whereas a fighter could choose between 2 main stats, freeing them to choose whatever they want that fits their character. Freedom, options. Feats are great ways to adapt to other roles, and they come quicker. Prodigy is my Lvl 6 option, and gives me a lot of versatility, and as a fighter I don't resignate combat prowess.</p><p></p><p> I really never gonna multiclass nothing. You said 'you can't bring anything new, your skills are average, etc. You need a shiny rule that say what you can do.</p><p></p><p>I see a different approach to the RPGs. I see the rules as a mainframe to improvise actions and freely think a more ¿creative? action. Skills are the way to interact with the world, the mainframe to decide. I don't really need a specific feature to bring something to the table.</p></blockquote><p></p>
[QUOTE="Erechel, post: 7504107, member: 6784868"] Hey, you are again missing my point. You are making a straw man. Be bored all what you want about fighters. It doesn't matter. I didn't even discuss you about the "new, interesting things fighters can do that no one can". I don't know why you keep explaining to me something I've never ever negate. Although I could say that the customization (ASI, fighting styles and action surge) possibility of fighters is their main source of versatility, and skills are the main way to interact with the game, so even without feats, as you have better stats, you are better than average classes (barring rogues and bards), without needing to sacrifice combat prowess nor possible tactics: rogues and bards are much more shoehorned into certain roles: stealthy guy and face guy, whereas a fighter could choose between 2 main stats, freeing them to choose whatever they want that fits their character. Freedom, options. Feats are great ways to adapt to other roles, and they come quicker. Prodigy is my Lvl 6 option, and gives me a lot of versatility, and as a fighter I don't resignate combat prowess. I really never gonna multiclass nothing. You said 'you can't bring anything new, your skills are average, etc. You need a shiny rule that say what you can do. I see a different approach to the RPGs. I see the rules as a mainframe to improvise actions and freely think a more ¿creative? action. Skills are the way to interact with the world, the mainframe to decide. I don't really need a specific feature to bring something to the table. [/QUOTE]
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