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Why Shouldn't Martial Characters have powers?
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<blockquote data-quote="Archmage" data-source="post: 3869586" data-attributes="member: 6760"><p>But playing a fighter should not be a suboptimal choice, as it is now, as it was in 1e and 2e. I'm not saying that fighters should be able to do fighter-fireballs, but shouldn't they be something more than a flunky that buys time for the wizard to win the day? I recently played an armored melee character who was the toughest guy (hardest to kill) in the party in a high-level campaign, and do you know what his biggest individual contribution in a fight was after level 15? Being a dragon chew-toy (grappled by its bite attack and taking damage from it every round) while the rest of the party defeated several half dragon giants and routed an army (at which point I was finally released and had little impact on the fight). Yay, fun. Funny story afterwards but not fun during. (btw, don't cast aspersions on the way the DM played the dragon - there was a legitimate plot reason it focused on my character)</p><p></p><p>It's been mentioned several times in this thread how several of the disciplines from 9 Swords are not martial arts/wire fighting in nature. There's one for example, called appropriately enough finishing move, that simply deals more melee damage with a normal attack the closer your opponent is to death. There's a stance that lets you do extra damage on attacks at the cost of an armor class penalty. How is that making a fighter a magic warrior? It's just enhancing his melee ability so he can do more than stand around and take damage. Many of the 9 Swords maneuvers also encourage movement rather than standing in one spot just to get multiple attacks. If you want to that, there will probably be abilities to enhance that option, but if you don't want to you're not pigeonholed there. </p><p></p><p>Finally, let's say there are more mystical-type abilities than you'd like - just change the flavor text! If there's an ability that allows the fighter a version of the <em>blink</em> spell, instead describe it as a lightning-fast series of parries. Voila! Same effect, but now it's martial skill instead of mysticism.</p><p></p><p>*edit* Just noticed that my post is right after Nifft's. Opus is THE iconic penquin! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Archmage, post: 3869586, member: 6760"] But playing a fighter should not be a suboptimal choice, as it is now, as it was in 1e and 2e. I'm not saying that fighters should be able to do fighter-fireballs, but shouldn't they be something more than a flunky that buys time for the wizard to win the day? I recently played an armored melee character who was the toughest guy (hardest to kill) in the party in a high-level campaign, and do you know what his biggest individual contribution in a fight was after level 15? Being a dragon chew-toy (grappled by its bite attack and taking damage from it every round) while the rest of the party defeated several half dragon giants and routed an army (at which point I was finally released and had little impact on the fight). Yay, fun. Funny story afterwards but not fun during. (btw, don't cast aspersions on the way the DM played the dragon - there was a legitimate plot reason it focused on my character) It's been mentioned several times in this thread how several of the disciplines from 9 Swords are not martial arts/wire fighting in nature. There's one for example, called appropriately enough finishing move, that simply deals more melee damage with a normal attack the closer your opponent is to death. There's a stance that lets you do extra damage on attacks at the cost of an armor class penalty. How is that making a fighter a magic warrior? It's just enhancing his melee ability so he can do more than stand around and take damage. Many of the 9 Swords maneuvers also encourage movement rather than standing in one spot just to get multiple attacks. If you want to that, there will probably be abilities to enhance that option, but if you don't want to you're not pigeonholed there. Finally, let's say there are more mystical-type abilities than you'd like - just change the flavor text! If there's an ability that allows the fighter a version of the [I]blink[/I] spell, instead describe it as a lightning-fast series of parries. Voila! Same effect, but now it's martial skill instead of mysticism. *edit* Just noticed that my post is right after Nifft's. Opus is THE iconic penquin! :D [/QUOTE]
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