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Why I'm not worried about Fighter "options"
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<blockquote data-quote="SKyOdin" data-source="post: 5964384" data-attributes="member: 57939"><p>Huh? What do you mean by saying "That's exactly what I'm talking about."? I don't follow you.</p><p></p><p>Anyways, I mentioned Street Fighter because, while it is still a fantastical abstraction of combat, if is both less fantastical and less abstract than D&D, and goes into much greater depth with its combat mechanics than D&D ever will (or should). Also, I am a mild fighting game fan and I was playing some BlazBlue this morning, so it came to mind.</p><p></p><p>Anyways, Power Attack and Expertise are a pretty poor pair of game mechanics. Sure, they somewhat model what I was talking about, but only poorly. They don't really reflect the moment-to-moment twists and turns in combat very well. They are also mechanically clunky and usually broken either one way or the other. Power Attack is either a really good idea or a very, very bad one, depending entirely on the opponent's AC and contributing nothing to making a fight more dynamic or interesting. Ditto for combat expertise.</p><p></p><p>When I was playing a Paladin in 3.5E, a couple Paladin spells were a <strong>lot</strong> more interesting to use when spicing up my attacks than Power Attack and Combat Expertise ever were.</p></blockquote><p></p>
[QUOTE="SKyOdin, post: 5964384, member: 57939"] Huh? What do you mean by saying "That's exactly what I'm talking about."? I don't follow you. Anyways, I mentioned Street Fighter because, while it is still a fantastical abstraction of combat, if is both less fantastical and less abstract than D&D, and goes into much greater depth with its combat mechanics than D&D ever will (or should). Also, I am a mild fighting game fan and I was playing some BlazBlue this morning, so it came to mind. Anyways, Power Attack and Expertise are a pretty poor pair of game mechanics. Sure, they somewhat model what I was talking about, but only poorly. They don't really reflect the moment-to-moment twists and turns in combat very well. They are also mechanically clunky and usually broken either one way or the other. Power Attack is either a really good idea or a very, very bad one, depending entirely on the opponent's AC and contributing nothing to making a fight more dynamic or interesting. Ditto for combat expertise. When I was playing a Paladin in 3.5E, a couple Paladin spells were a [b]lot[/b] more interesting to use when spicing up my attacks than Power Attack and Combat Expertise ever were. [/QUOTE]
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Why I'm not worried about Fighter "options"
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