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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="Rya.Reisender" data-source="post: 7549008" data-attributes="member: 6801585"><p>There's no easy solution to this as this is often less an issue with the class having too low skill modifiers and more of a problem with the player not being able to come up with clever ideas without having any spell list at hand.</p><p></p><p>Sure there may be some other issues... like wearing heavy armor and letting the others scout ahead due to having disadvantage on stealth checks and ending up staying around bored while the other have all the exploration fun.</p><p></p><p>But those issues are individual and cannot really be solved by a general "Give fighters feat X" solution. In the example above for example you could just change the way you work with stealth for example. Like always telling the players when threats are nearby (assuming they don't hide and plan an ambush - but in that case stealth doesn't help anyway) before asking for stealth checks, so as long as you don't warn them they can travel together without much worry.</p><p></p><p>If the issue is more the player not having any ideas, I'd probably start with trying to give him some ideas, maybe asking him what he imagines his fighters is good at or maybe exploring a bit on his stats (high charisma? well maybe you're good at winning encounters by talking) and tool proficiencies (Xanathar's guide is pretty good at giving you ideas with that).</p><p></p><p>If nothing helps and the player is just like "I want to be able to use cool utility cantrips too!" then I'd probably ask him if he wants to create a new character and we think of a reason why the other leaves / dies.</p></blockquote><p></p>
[QUOTE="Rya.Reisender, post: 7549008, member: 6801585"] There's no easy solution to this as this is often less an issue with the class having too low skill modifiers and more of a problem with the player not being able to come up with clever ideas without having any spell list at hand. Sure there may be some other issues... like wearing heavy armor and letting the others scout ahead due to having disadvantage on stealth checks and ending up staying around bored while the other have all the exploration fun. But those issues are individual and cannot really be solved by a general "Give fighters feat X" solution. In the example above for example you could just change the way you work with stealth for example. Like always telling the players when threats are nearby (assuming they don't hide and plan an ambush - but in that case stealth doesn't help anyway) before asking for stealth checks, so as long as you don't warn them they can travel together without much worry. If the issue is more the player not having any ideas, I'd probably start with trying to give him some ideas, maybe asking him what he imagines his fighters is good at or maybe exploring a bit on his stats (high charisma? well maybe you're good at winning encounters by talking) and tool proficiencies (Xanathar's guide is pretty good at giving you ideas with that). If nothing helps and the player is just like "I want to be able to use cool utility cantrips too!" then I'd probably ask him if he wants to create a new character and we think of a reason why the other leaves / dies. [/QUOTE]
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Community
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yes, this again: Fighters need more non-combat options
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