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yes, this again: Fighters need more non-combat options
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<blockquote data-quote="WaterRabbit" data-source="post: 7547228" data-attributes="member: 2445"><p>Or the player could just roleplay instead of treating it like a video game. This version of D&D gives a fighter many more options for non-combat opportunities than previous versions (1e/2e/3e) that I have played. I have literally never seen or myself had a problem with fighters in non-combat areas of the game.</p><p></p><p>At no point do your bring up who the character really is. You are looking for a mechanical solution to a role play problem. If all non-combat opportunities are just a matter of dice rolls, then yes the fighter isn't going to shine compared to other characters -- but then that is a really dull way to run the game.</p><p></p><p>During social interactions does the player just sit around and not add to the conversation? When searching does the player just rely on making Perception/Investigation checks instead of actively describing what they are doing? When scouting does the player insist on stomping around in heavy armor instead of switching to something lighter? </p><p></p><p>These are all role-playing decisions. In addition, they are group role playing decisions. D&D is a group endeavor and not every player is going to shine at every activity. However that doesn't mean that they still cannot contribute to the activity.</p></blockquote><p></p>
[QUOTE="WaterRabbit, post: 7547228, member: 2445"] Or the player could just roleplay instead of treating it like a video game. This version of D&D gives a fighter many more options for non-combat opportunities than previous versions (1e/2e/3e) that I have played. I have literally never seen or myself had a problem with fighters in non-combat areas of the game. At no point do your bring up who the character really is. You are looking for a mechanical solution to a role play problem. If all non-combat opportunities are just a matter of dice rolls, then yes the fighter isn't going to shine compared to other characters -- but then that is a really dull way to run the game. During social interactions does the player just sit around and not add to the conversation? When searching does the player just rely on making Perception/Investigation checks instead of actively describing what they are doing? When scouting does the player insist on stomping around in heavy armor instead of switching to something lighter? These are all role-playing decisions. In addition, they are group role playing decisions. D&D is a group endeavor and not every player is going to shine at every activity. However that doesn't mean that they still cannot contribute to the activity. [/QUOTE]
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yes, this again: Fighters need more non-combat options
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