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yes, this again: Fighters need more non-combat options
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<blockquote data-quote="Quickleaf" data-source="post: 7547358" data-attributes="member: 20323"><p>I've long commented on ENWorld about the need for bolstering the fighter in terms of exploration, interaction, and story. So that's my bias.</p><p></p><p>In regards to your situation, it may be worth investigating with your player what <em>exactly</em> he means by "versatility." From your examples of what other PCs were doing in the scene, it <em>sounds</em> like you're talking about a scene where the PCs were exploring a dungeon... How did he feel he didn't have anything to contribute? Was it because he couldn't think of anything? Or there weren't opportunities offered by the DM/Adventure in that scene? Or because he felt everyone else could do what he wanted to do with better odds of success? </p><p></p><p>On the rare occasions I get to play (and not DM), I love to play fighters. While each character will have their own personality, I generally play fighters as the lynch-pin, the solid heart of an erratic and unpredictable party. To use old school parlance, I embrace the roll of the "Caller." The Caller dates back to when the players sat on one side of the DM screen and the DM was on the other, and the players spoke amongst themselves about their strategy for the round and one of them – designated the Caller – would speak to the DM on behalf of the whole group. The Caller would also often be the voice of reason and temperance, the one helping PCs reconcile their differences, devising intelligent strategies, basing decisions on campaign lore, and so forth. Nothing in the rules makes the fighter PC better at this, but it <em>feels right</em> to me on a narrative level.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7547358, member: 20323"] I've long commented on ENWorld about the need for bolstering the fighter in terms of exploration, interaction, and story. So that's my bias. In regards to your situation, it may be worth investigating with your player what [I]exactly[/I] he means by "versatility." From your examples of what other PCs were doing in the scene, it [I]sounds[/I] like you're talking about a scene where the PCs were exploring a dungeon... How did he feel he didn't have anything to contribute? Was it because he couldn't think of anything? Or there weren't opportunities offered by the DM/Adventure in that scene? Or because he felt everyone else could do what he wanted to do with better odds of success? On the rare occasions I get to play (and not DM), I love to play fighters. While each character will have their own personality, I generally play fighters as the lynch-pin, the solid heart of an erratic and unpredictable party. To use old school parlance, I embrace the roll of the "Caller." The Caller dates back to when the players sat on one side of the DM screen and the DM was on the other, and the players spoke amongst themselves about their strategy for the round and one of them – designated the Caller – would speak to the DM on behalf of the whole group. The Caller would also often be the voice of reason and temperance, the one helping PCs reconcile their differences, devising intelligent strategies, basing decisions on campaign lore, and so forth. Nothing in the rules makes the fighter PC better at this, but it [I]feels right[/I] to me on a narrative level. [/QUOTE]
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yes, this again: Fighters need more non-combat options
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