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Switch to Forum Live View Legends and Lore - Fighter Design Goals
1 year ago  ::  Apr 30, 2012 - 1:04AM #31
hatta
Date Joined: Aug 23, 2007
Posts: 1,512

Apr 30, 2012 -- 12:59AM, TheMormegil wrote:

Apr 30, 2012 -- 12:56AM, hatta wrote:

I think what they mean by "fighting" is not necessarily combat in general, but weapon based combat. Fighters really should be the king of the weapon rack. They know weapons and armour, it's their bread and butter.




I'd rather have a specification then. The problem is, there's a sizable amount of people who refer as fighting as in combat pillar in general. They have good reasons to do so, too.



It would be better if they had been more specific.

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1 year ago  ::  Apr 30, 2012 - 1:17AM #32
emwasick
Date Joined: Oct 7, 2007
Posts: 4,043

Apr 30, 2012 -- 12:59AM, TheMormegil wrote:

Apr 30, 2012 -- 12:56AM, hatta wrote:

I think what they mean by "fighting" is not necessarily combat in general, but weapon based combat. Fighters really should be the king of the weapon rack. They know weapons and armour, it's their bread and butter.




I'd rather have a specification then. The problem is, there's a sizable amount of people who refer as fighting as in combat pillar in general. They have good reasons to do so, too.



Yeah, if it's just a matter of style ("fighting" versus other ways of being successful in combat), then cool. If not, sigh.

Also, let's please not see this via bland mechanisms like Weapon Spec. Wheeeeeeeeeee flat bonuses now my imagination is tingling.

Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

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Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?


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1 year ago  ::  Apr 30, 2012 - 1:25AM #33
M4kitsu
Date Joined: Oct 22, 2007
Posts: 847

This is why I like the concept of Roles.


With Roles, the Fighter can be "the best at fighting" defensively, the Ranger can be "the best at fighting" offensively, the Rogue can be "the best at fighting" dirty, and the Warlord can be "the best at fighting" alongside friends.


If the Fighter is just "the best at fighting" period, then what are the other three "the best" at? Why should a Ranger be any less good in a fight than the Fighter? Why should a Paladin, or Swordmage, or Warden be less good in a fight than the Fighter?


If this weren't a game that was, in the end, _about_ fighting, I'd be less upset. But D&D is and always has been an RPG that is built around killing monsters and taking their stuff, so I can think of no good reason why ANY class should be less good at that task than any other.


That the designers have not realized this (or have not spoken about it if they have) worries me. It seems to me that eliminating the circumstances where one of the players leaves the table or pulls out an iWhatever to waste time on because they're useless at that moment--say a Wizard during a battle or a Fighter during a gala--should be a high-priority goal of the design team.


Moving on:


Points 2 and 3 contradict each other. The entire point--the entire appeal!--of characters like Beowulf and Roland and Conan and Aragorn is that they are SUPERHUMAN. I don't mean in the spandex-cape-and-heat-vision sense, but in the sense that they are capable of accomplishing feats that are explicitly and specifically beyond the ability of any mundane mortal, no matter how skilled that mortal may be.


There comes a point where no amount of "overwhelming skill" will be as much fun to play as the Wizard who can fly and teleport and shoot lightning from his fingertips. Thus, I think there MUST be an acknowledgement that Fighters are supernatural. Not magical, necessarily (though I do choose to interpret D&D fighters as magical in the same vein as Shadowrun Physads are), but supernatural--literally "above normal". Fighters don't push the limits of what people are capable of; they exceed them. That's what makes them heroes; that's what makes them capable of standing as equals among people who can call down pillars of fire with a gesture and heal wounds with a word; that's what makes them PCs.


On the subject of points 4 and 5:


So where does this leave Rangers, who have classically been the best archers and who clasically have been the masters of fighting with a weapon in either hand?


Where does this leave Rogues, who have classically been peerless masters of the dagger, short-sword and rapier?


Where does this leave the Paladin, whose iconic badge of office has always been the Longsword, and who favors plate armor and shields in every edition?


Where does this leave the Barbarians, who in their berserker rage were capable of absorbing staggering amounts of damage; so much that even the Fighter in his heavier armor would not have survived?


The Fighter cannot be the all-and-everything of combat in D&D if these other classes exist. If the absolute best that any other class can ever hope to be is second-best to the Fighter, then what incentive is there to play anything other than a Fighter (remember that D&D is ultimately a game ABOUT fighting)?


Of point 6:


This says to me that, despite years of discussion on the topic in the community, the designers still don't understand what the "Linear Fighter, Quadratic Wizard" problem really was.


I say "was" because the problem HAS been solved, though the designers are choosing to throw it away. That's foolish, but I understand that the designers are not truly at fault for this; it's the fans, who have spent those years complaining about the solution because it was too different for them and offended their sensibilities who are really to blame.

The "Linear Fighter, Quadratic Wizard", the 5-minute workday; it's all tied together, and it all stems from a broken and unbalanceable root--the Vancian casting system. These problems are going to exist for as long as that system does, because the Vancian system allows the Wizard to expend five encounters' worth of combat resources in a single encounter, and the Fighter cannot do the same. So long as that flaw exists, these issues will exist.

The correct answer--and the answer that 4e used--is to give the Wizard one fifth as many combat resources, but let him refresh them five times more often. That the Wizard and the Fighter used the SAME resource system in 4e is coincidental and utterly irrelevant to this.  

-m4ki; one down, one to go

"Retro is not new.
Retro-fit is not new."

--Seeker95,
on why I won't be playing DDN


DDN Metrics (0-10) | enthusiasm: 1 | confidence in design: -3 | desire to play: 0 | Sticking with 4e?: Yep. | Better Options: IKRPG Mk II


The Five Things D&D Next Absolutely Must Not Do: Show

1. Imbalanced gameplay. Any and all characters must be able to contribute equally both in combat and out of combat at all levels of play. If the Fighters are linear and the Wizards quadratic, I walk.
2. Hardcore simulationist approach. D&D is a game about heroic fantasy. I'm weak and useless enough in real life; I play RPGs for a change of pace. If the only reason a rule exists is because "that's how it's supposed to be", I walk. I don't want a game that "simulates" real life, I want a game that simulates heroic fantasy.
3. Worshipping at false idols (AKA Sacred Cows). If the only reason a rule exists is "it's always been that way", I walk. Now to be clear, I have no problem with some things not changing; my issue is with retaining bad idea simply for the sake of nostalgia.
4. DM vs. players. If the game encourages "gotcha!" moments or treats the DM and players as enemies, adversaries, or problems to be overcome, I walk.
5. Rules for the sake of rules. The only thing I want rules for is the things I can't do sitting around a table with my friends. If the rules try to step on my ability to roleplay the character I want to roleplay, I walk. Furthermore, the rules serve to facilitate gameplay, not to simulate the world.

NOTE: Items in red have been violated.


Chris Perkins' DM Survival Tips: Show

1. When in doubt, wing it.
2. Keep the story moving. Go with the flow.
3. Sometimes things make the best characters.
4. Always give players lots of things to do.
5. Wherever possible, say ‘yes.’
6. Cheating is largely unnecessary.
7. Don't be afraid to give the characters a fun new toy.
8. Don't get in the way of a good players exchange.
9. Avoid talking too much.
10. Save some details for later.
11. Be transparent.
12. Don't show all your cards.

Words to live by.


Quotes From People Smarter Than Me: Show

"Essentials zigged, when I wanted to continue zagging..." -Foxface on Essentials

"Servicing a diverse fan base with an RPG ruleset - far from being the mandate for 'open design space' and a cavalier attitude towards balance - requires creating a system that /works/, with minimal fuss, for a wide variety of play styles, not just from one group to the next, but at the same table." -Tony_Vargas on design

"Mearls' and Cook's stated intent to produce an edition that fans of all previous editions (and Pathfinder) will like more than their current favourite edition is laudable. But it is also, IMO, completely unrealistic. It's like people who pray for world peace: I might share their overall aims, but I'm not going to hold my breath waiting for them to succeed. When they talk in vague terms about what they'd like to do in this new edition, I mostly find myself thinking 'hey, that sounds cool, assuming they can pull it off', but almost every time they've said something specific about actual mechanics, I've found myself wincing and shaking my head in disbelief and/or disgust, either straight away or after thinking about the obvious implications for half a minute." -Duskweaver on D&D Next
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1 year ago  ::  Apr 30, 2012 - 1:32AM #34
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,526

Apr 30, 2012 -- 1:25AM, M4kitsu wrote:

If the Fighter is just "the best at fighting" period, then what are the other three "the best" at? Why should a Ranger be any less good in a fight than the Fighter? Why should a Paladin, or Swordmage, or Warden be less good in a fight than the Fighter?


Why should the Fighter be less-good at spellcasting than a Pally?

This is the 1E Figher Problem, from a reversed point-of view.  The Paladin and Ranger were Fighter Plus, making Fighter the 'dump class' anyone with crappy statrolls had to go into.
If I choose to be a vanilla Fighter instead of Boy Scout or Nature Boy, I damn well should be better at stabbing the crap out of baddies than those two, or the Fighter is just a pointless class that may was well not even exist.

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1 year ago  ::  Apr 30, 2012 - 1:38AM #35
Areleth
Date Joined: Jan 12, 2012
Posts: 562

Apr 30, 2012 -- 12:59AM, wuzzifizit wrote:

I'm going to have to agree with Qmark here.  Balance is a difficult thing to achieve in games.  

A game like chess has balance because everything is symmetrical.  The problem with that is that the game does tend to get old after a while.  A great deal of thought goes into each move, and it can take quite a long time to play.  While this is fine for a two-player game, the dynamic of a table top RPG doesn't lend itself well to this form of play.

A game like Starcraft can achieve balance while allowing for asymmetry because it's updated constantly.  This works out because it's an electronic game that handles the calculations for the player, so the player(s) don't get stuck on older versions.  Obviously, this would not work for D&D because it's a print game.  The playtest will help in this facet some, but imagine if WoW never had any updates after the Beta.  It just doesn't work.  There are too many people playing the game, looking for ways to break it.  

A game like Dungeons and Dragons doesn't have to be perfectly balanced.  Play isn't competitive, it's cooperative.  Embrace the imbalance.  It makes the game feel more organic.  I'm not saying that quadratic casters and linear everyone else should be the way, that's obviously a problem.  

If a Fighter is 70% combat, 20% exploration, and 10% social, so what?  That doesn't stop a player playing a fighter from interacting in the social situations.    Even if it does stop you, don't you still need time to go to the bathroom?  In my groups, we certainly don't all go at once, holding hands.  Likewise, we don't all go look up a rule or answer the door when the pizza guy arrives as a team, either.

When the fighting begins, it's a turn-based combat.  No matter what, it's always going to be someone's time to shine, anyway.



Balance may be difficult, but since I know for a fact that its achievable, I will not accept 'Its too hard' as an answer. Every class can have its own unique approach to combat without stepping too hard on the Fighter's toes. Bards can inspire their allies and confuse their enemies, while stabbing a few guys or some such. Rogues can go slipping in and out cutting people down at the ankles and spewing out witty taunts, Clerics can go all Old Testament, Wizards can throw fireballs and recreate time or something extravagant, Monks know Kung-Fu, Paladins can stare into the Abyss and make that overrated jerk blink, and Barbarians can hulk-out and toss planets because that'd be totally cool.

None of that makes the Fighter insignificant or less of a combat master. He's still going to walk through the valley of the shadow of death and fear no evil because he already massacred all the evil there and used their bones to club their souls.

In the same manner, the Fighter having the ability to be a well-spoken and educated man isn't going to make the Bard or the Wizard unnecessary. I'm not sure what his social and explorational niche should be, but I'm sure there are plenty of people with ideas to fit him in nicely. Or her, to be fair.

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1 year ago  ::  Apr 30, 2012 - 1:42AM #36
M4kitsu
Date Joined: Oct 22, 2007
Posts: 847

Apr 30, 2012 -- 1:32AM, Qmark wrote:

Why should the Fighter be less-good at spellcasting than a Pally?



Irrelevant question. The Paladin's prayers are part of how the Paladin is good in a fight. The Fighter is supernaturally skilled, the Paladin is divinely-guided; both of them should be able to walk into a room with an Orge and come out again having expended the same amount of resources.

I didn't say "good at fighting", I said "good in a fight". Wizards typically aren't very "good at fighting", but they should be very "good in a fight", the same as Rogues, and Warlocks, and Artificers, and Rogues, and Fighters.





EDIT: And for the record, I DO think the Fighter as presented here is a pointless class that shouldn't exist. Aside it's embarrasingly generic status as "the guy that hits guys real good", every possible specialization and expression of the Fighter has been supplanted more effectively and more flavorfully by someone else. As I said at the beginning of my last post, that's why I like Roles; the 4e Fighter wasn't just the "hit people guy", he was the undisputed king of getting up in someone's grill and interfering with their ability to go after his friends--his status as the primo weapon-master was irrelevant to that. In 4e the Fighter wasn't the "best at fighting" guy, he was a persistent, annoying defensive specialist who was hands-down the flat best in the game at what he did. Yeah, the Paladin had some healy tricks, and the Warden was tougher and the Swordmage was better at just avoiding damage, but nothing else in 4e can come close to the Fighter's ability to lock a target down and prevent it from leaving. 

That's what I want classes to be. Specialists. Mr. "I hit people with things" that Mearls is describing is not a specialist.  

-m4ki; one down, one to go

"Retro is not new.
Retro-fit is not new."

--Seeker95,
on why I won't be playing DDN


DDN Metrics (0-10) | enthusiasm: 1 | confidence in design: -3 | desire to play: 0 | Sticking with 4e?: Yep. | Better Options: IKRPG Mk II


The Five Things D&D Next Absolutely Must Not Do: Show

1. Imbalanced gameplay. Any and all characters must be able to contribute equally both in combat and out of combat at all levels of play. If the Fighters are linear and the Wizards quadratic, I walk.
2. Hardcore simulationist approach. D&D is a game about heroic fantasy. I'm weak and useless enough in real life; I play RPGs for a change of pace. If the only reason a rule exists is because "that's how it's supposed to be", I walk. I don't want a game that "simulates" real life, I want a game that simulates heroic fantasy.
3. Worshipping at false idols (AKA Sacred Cows). If the only reason a rule exists is "it's always been that way", I walk. Now to be clear, I have no problem with some things not changing; my issue is with retaining bad idea simply for the sake of nostalgia.
4. DM vs. players. If the game encourages "gotcha!" moments or treats the DM and players as enemies, adversaries, or problems to be overcome, I walk.
5. Rules for the sake of rules. The only thing I want rules for is the things I can't do sitting around a table with my friends. If the rules try to step on my ability to roleplay the character I want to roleplay, I walk. Furthermore, the rules serve to facilitate gameplay, not to simulate the world.

NOTE: Items in red have been violated.


Chris Perkins' DM Survival Tips: Show

1. When in doubt, wing it.
2. Keep the story moving. Go with the flow.
3. Sometimes things make the best characters.
4. Always give players lots of things to do.
5. Wherever possible, say ‘yes.’
6. Cheating is largely unnecessary.
7. Don't be afraid to give the characters a fun new toy.
8. Don't get in the way of a good players exchange.
9. Avoid talking too much.
10. Save some details for later.
11. Be transparent.
12. Don't show all your cards.

Words to live by.


Quotes From People Smarter Than Me: Show

"Essentials zigged, when I wanted to continue zagging..." -Foxface on Essentials

"Servicing a diverse fan base with an RPG ruleset - far from being the mandate for 'open design space' and a cavalier attitude towards balance - requires creating a system that /works/, with minimal fuss, for a wide variety of play styles, not just from one group to the next, but at the same table." -Tony_Vargas on design

"Mearls' and Cook's stated intent to produce an edition that fans of all previous editions (and Pathfinder) will like more than their current favourite edition is laudable. But it is also, IMO, completely unrealistic. It's like people who pray for world peace: I might share their overall aims, but I'm not going to hold my breath waiting for them to succeed. When they talk in vague terms about what they'd like to do in this new edition, I mostly find myself thinking 'hey, that sounds cool, assuming they can pull it off', but almost every time they've said something specific about actual mechanics, I've found myself wincing and shaking my head in disbelief and/or disgust, either straight away or after thinking about the obvious implications for half a minute." -Duskweaver on D&D Next
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1 year ago  ::  Apr 30, 2012 - 2:06AM #37
Azzy1974
Date Joined: Dec 12, 2011
Posts: 851

Apr 30, 2012 -- 1:42AM, M4kitsu wrote:

That's what I want classes to be. Specialists. Mr. "I hit people with things" that Mearls is describing is not a specialist.  



Yeah, and I want classes to be broad archetypes that can be customized to represent different specialties. I want to choose the role for my fighter, not be pushed into one not of my choosing.

Playtest or get off the playtest boards.

---

I want justice for the voice that can't be heard
Vindication for every suffering and hurt
Let retribution hold dominion over earth
--Nemesis, VNV Nation
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1 year ago  ::  Apr 30, 2012 - 2:16AM #38
Butcha
Date Joined: Jun 29, 2008
Posts: 323
Personally I think I love this fighter. It is pretty much everything I wanted from the class.

Only thing that worries me is that it seems that the fighter is always best in combat.

I think that this should generally be true (since other classes have so much more going for them.

However it should not be a universal truth. I think there should be fights where other classes are more effective, i.e. clerics vs undead, paladins vs demons etc.

Otherwise I think the fighter is spot on. 


The Character Initiative Show



Every time you abuse the system you enforce limitations.
Every time the system is limited we lose options.
Breaking an RPG is like cheating in a computer game.
As a DM you are the punkbuster of your table.
Dare to say no to abusers.
Make players build characters, not characters out of builds.





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1 year ago  ::  Apr 30, 2012 - 2:33AM #39
beldinme
Date Joined: Mar 2, 2012
Posts: 450
My ideal conception is to borrow from the ranger ability (as it has appeared in some editions) of "favored enemies". Except that every class would effectively have a "favored enemy" type of monster. No class would be worthless in combat against a particular monster type (giant, dragon, undead, demon, elemental....etc) but each class would be particularly effective against one or two types. The DM could then plan monster encounters so that each party member could have "the spotlight" for one encounter, while still giving all the other players a chance to make a difference. Having combat (and noncombat!) go quickly enough for multiple encounters in a gaming session would allow more players to be "spotlighted" each session.
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1 year ago  ::  Apr 30, 2012 - 2:58AM #40
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,732
Hmm.... so, the fighter is going to have the 'best' hit points, damage, AC, and BAB.  He's going to be proficient with all weapons.  He's going to be able to mow through lesser foes at higher level.

So, we're talking the 3.x fighter, here, aren't we?  Full BAB, all weapons, all armor, specialization, WWA/Great-Cleave, Leap Attack.   Seems to qualify, point by point.  Some high-damage charge or something triggers a massive damage save, so it's 'just as powerful' as the casters' optimized-DC SoD.  WWA with your spiked chain while you're enlarged can kill as many throw-away goblins as a fireball, so that's 'just as powerful' too.  Case closed.  All those other spells? "Not fighting," don't worry your plate-armored little head about them.

Is out-of-combat ability in there?  Meaningful choices at chargen, or in or out of combat?  Resource management or peak power?  Nope.  Just 'best' at some numbers.  'Best' could be 1 more hp per level, and +1 to hit and damage over and above what other weapon-users get.  There you go, you're the best at fighting, by a 5% margin.  In return for that, you will sit in the corner durring social interaction, and haul on ropes durring exploration.  
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