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General Tabletop Discussion
*Dungeons & Dragons
yes, this again: Fighters need more non-combat options
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<blockquote data-quote="5ekyu" data-source="post: 7548669" data-attributes="member: 6919838"><p>But... How is that different from say a wizard who is played by a player who spends every choice on fighting stuff? </p><p></p><p>Takr a bog standard dwarven soldier fighter, you have stonecunning, crafting (mason, brew, smith pick one) and you have your military ranks, athletics, intimidation, gaming set and vehicles.</p><p></p><p>Those are incredibly easy hooks there for a GM to engage that dwarf in most every four huts or more location he enters.</p><p></p><p>In a dungeon type environment, stone cunning can be quite useful. Athletics plus high strength - again multiple uses if the challenge has features that require them like big stuff to move or break, jumps to make, etc.</p><p></p><p>The argument seems tho to now be if a player doesnt make any choices to make him good at these things and the GM doesnt establish festures where these other things are useful - then its not good.</p><p></p><p>But thats true for everything. The basic description seemed to indicate a set of scenes where stealth and scouting and traps and languages mattered... what if the GM hadnt had those? Would we be here asking for more stuff for rogues and wizards?</p><p></p><p>Course maybe he chose human... Noe we got higher bonus scores in multiple side stats (versatility unless he chose to ignore the non-fightin' stats) or we got an extra feat (feats mentioned multiple times - unless he dumped that to fightin to.)</p><p></p><p>Heck, look at it this way, that human std off-stat +1s likely gives you net +1s to a bunch of skills and saves which seems a lot like that bard's half proficiency until the levels pass your bonus ASI.</p><p></p><p>I would argue the player and the GM have to work at ignoring all these things to get to the place described and if so really no ability can force them to do otherwise.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7548669, member: 6919838"] But... How is that different from say a wizard who is played by a player who spends every choice on fighting stuff? Takr a bog standard dwarven soldier fighter, you have stonecunning, crafting (mason, brew, smith pick one) and you have your military ranks, athletics, intimidation, gaming set and vehicles. Those are incredibly easy hooks there for a GM to engage that dwarf in most every four huts or more location he enters. In a dungeon type environment, stone cunning can be quite useful. Athletics plus high strength - again multiple uses if the challenge has features that require them like big stuff to move or break, jumps to make, etc. The argument seems tho to now be if a player doesnt make any choices to make him good at these things and the GM doesnt establish festures where these other things are useful - then its not good. But thats true for everything. The basic description seemed to indicate a set of scenes where stealth and scouting and traps and languages mattered... what if the GM hadnt had those? Would we be here asking for more stuff for rogues and wizards? Course maybe he chose human... Noe we got higher bonus scores in multiple side stats (versatility unless he chose to ignore the non-fightin' stats) or we got an extra feat (feats mentioned multiple times - unless he dumped that to fightin to.) Heck, look at it this way, that human std off-stat +1s likely gives you net +1s to a bunch of skills and saves which seems a lot like that bard's half proficiency until the levels pass your bonus ASI. I would argue the player and the GM have to work at ignoring all these things to get to the place described and if so really no ability can force them to do otherwise. [/QUOTE]
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yes, this again: Fighters need more non-combat options
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