Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why I'm not worried about Fighter "options"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Melhaic" data-source="post: 5964320" data-attributes="member: 57361"><p>I have never understood why folks act like the fighter (and by extension, other martial characters) are boring if they don't have several mechanically distinct combat abilities. Coming up through AD&D, the idea that it was tedious to make attack rolls just never occurred to us. Spells were spells, backstabs were backstabs, etc. The d20 systems added complexity to the basic formula : describe intent, roll dice, describe outcome. At the end of the day, it was the same thing. I can see how this could be very mundane if presented in purely <em>mechanical </em>terms:</p><p></p><p>Player: I attack orc A. (Rolls 13to hit)(Rolls 8 damage)</p><p>DM: You hit. The orc is hurt.</p><p>Player: I make my shield bash (Rolls 20)(10 damage)</p><p>DM: Crit! You drop him</p><p></p><p>You can achieve highly complex and interactive combat simply by putting some narrative effort in:</p><p></p><p>DM: The orc swings high with his axe, but you are able to deflect it upward with your shield.</p><p>Player: Hmm, if his weapon is high... I stab at his lower torso, away from his axe (Rolls 13)(8 damage).</p><p>DM: Your sword makes a deep gash near his hip, and he hunkers to cover his wound...</p><p>Player: I come at his face with the leading edge of my shield (20, 10 damage).</p><p>DM: Your shield catches him directly in the windpipe, with a oddly clear crunching sound; he goes down with bubbling blood pouring down his chin.</p><p></p><p>Same combat. No powerz needed. The inclusion of hardwired narrative such as forced pushes and (especially) damage on a miss really interfere with player creativity and the ability of the DM to weave an interesting narrative. Why go through all of the trouble to describe combat if the description is hardwired into "Frothing Badger Pounce"?</p><p></p><p>I don't play the game for fun mechanical wargaming, maybe you do, and that is where the divide is. I play so me and my friends can play make believe about dragons, knights, wizards and such. I don't give a damn if combat power is balanced between classes, or if everybody has something mechanically interesting to do each round (if they are good at the game they will find something regardless): I just want a some ground rules for the make believe. </p><p></p><p>Because of all of this, I am certain that some part of the D&D community will be deeply disappointed with the upcoming edition, rule modules or no rule modules. I simply don't believe that the more complex (powers based) characters can coexist beside the more simple old school PCs: the narrative would suffer. Do I, as the DM, run combat completely differently for the two players? I think that the community is split on the kind of game it wants in a fundamental way, and not just along the 3e/4e axis: I have played with folks that loved any edition you can name that have the mechanical/wargamey attitude that just doesn't mesh with my much looser disregard for the rules. </p><p></p><p>So here's hoping for a fast loose game with flat math and fighters who fight with pointy bits of metal, not "Flaming Hyena Smashes". Let's let our imaginations do the heavy lifting, not the combat rules.</p></blockquote><p></p>
[QUOTE="Melhaic, post: 5964320, member: 57361"] I have never understood why folks act like the fighter (and by extension, other martial characters) are boring if they don't have several mechanically distinct combat abilities. Coming up through AD&D, the idea that it was tedious to make attack rolls just never occurred to us. Spells were spells, backstabs were backstabs, etc. The d20 systems added complexity to the basic formula : describe intent, roll dice, describe outcome. At the end of the day, it was the same thing. I can see how this could be very mundane if presented in purely [I]mechanical [/I]terms: Player: I attack orc A. (Rolls 13to hit)(Rolls 8 damage) DM: You hit. The orc is hurt. Player: I make my shield bash (Rolls 20)(10 damage) DM: Crit! You drop him You can achieve highly complex and interactive combat simply by putting some narrative effort in: DM: The orc swings high with his axe, but you are able to deflect it upward with your shield. Player: Hmm, if his weapon is high... I stab at his lower torso, away from his axe (Rolls 13)(8 damage). DM: Your sword makes a deep gash near his hip, and he hunkers to cover his wound... Player: I come at his face with the leading edge of my shield (20, 10 damage). DM: Your shield catches him directly in the windpipe, with a oddly clear crunching sound; he goes down with bubbling blood pouring down his chin. Same combat. No powerz needed. The inclusion of hardwired narrative such as forced pushes and (especially) damage on a miss really interfere with player creativity and the ability of the DM to weave an interesting narrative. Why go through all of the trouble to describe combat if the description is hardwired into "Frothing Badger Pounce"? I don't play the game for fun mechanical wargaming, maybe you do, and that is where the divide is. I play so me and my friends can play make believe about dragons, knights, wizards and such. I don't give a damn if combat power is balanced between classes, or if everybody has something mechanically interesting to do each round (if they are good at the game they will find something regardless): I just want a some ground rules for the make believe. Because of all of this, I am certain that some part of the D&D community will be deeply disappointed with the upcoming edition, rule modules or no rule modules. I simply don't believe that the more complex (powers based) characters can coexist beside the more simple old school PCs: the narrative would suffer. Do I, as the DM, run combat completely differently for the two players? I think that the community is split on the kind of game it wants in a fundamental way, and not just along the 3e/4e axis: I have played with folks that loved any edition you can name that have the mechanical/wargamey attitude that just doesn't mesh with my much looser disregard for the rules. So here's hoping for a fast loose game with flat math and fighters who fight with pointy bits of metal, not "Flaming Hyena Smashes". Let's let our imaginations do the heavy lifting, not the combat rules. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why I'm not worried about Fighter "options"
Top