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Switch to Forum Live View How to make martial classes more fun without throwing out "realism" too much.
1 year ago  ::  Feb 10, 2012 - 8:16AM #1
Emerikol
Date Joined: Apr 23, 2009
Posts: 4,474
I know the word realism is loaded here so just let me say that it is an issue for a lot of people so I'm addressing those concerns.  If you didn't have a problem with the fighter encounter daily system, you probably don't care.

So here some ways to make fighters special....
1.  Make each class of weapon (heavy two handed, one handed sword and shield, dual wielding) have some mechanical difference.   Give feat chains for the different styles that feel different.
2.  Make the fighter able to play a light armored or heavy armored fighter.. Again feat chains would depend on this fact.
3.  Make powers be either at will or immediate reaction only.  
4.  When the enemy gives combat advantage let the fighter do an immediate reaction.
5.  When the enemy misses the fighter by a certain amount let the fighter do another immediate reaction.
6.  When the fighter hits by more than a certain amount let him do a follow-up immediate reaction.
7.  Let fighters do aggro things.  Don't make it automatic.  Give the enemy some way of saving but not a magical effect.  At least not unless the fighter has found a magic item that gives him this ability.
8.  Let the fighter have the non-healing part of the warlord.  Get rid of the warlord (or module him).  Let him move allies around and give them morale bonuses to attack.
9.  Bring back strongholds and followers.  Base it on Charisma.

Instead of having tons of fighter subclass types just let those things be things the fighter can specialize in...
1.  Wilderness survival -> Ranger
2.  Divinity Focus --> Paladin
3.  Stealth and Stealing --> Rogue (Thief)
4.  Stealth and Backstabbing --> Assassin
5.  Unarmed Combat --> Monk

I'd get rid of those extra classes entirely.  They would just be feat chains that are options for the fighter.

There are a lot of ways of making a fighter fun without turning him into a wizard with encounter/daily powers.  


 
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1 year ago  ::  Feb 10, 2012 - 8:52AM #2
Backspace
Date Joined: Sep 8, 2009
Posts: 152
If you bundle all those classes into the fighter, how many classes do you envision the system to have? 3? Fighter, Wizard, Cleric? 
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1 year ago  ::  Feb 10, 2012 - 9:17AM #3
wuzzifizit
Date Joined: Aug 21, 2007
Posts: 86

Feb 10, 2012 -- 8:52AM, Backspace wrote:

If you bundle all those classes into the fighter, how many classes do you envision the system to have? 3? Fighter, Wizard, Cleric? 




You could also add Psion.

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1 year ago  ::  Feb 10, 2012 - 9:39AM #4
Pa11ad1n
Date Joined: Jan 9, 2012
Posts: 356
May as well remove classes entirely at this rate... have access to magic come from feats or something.

I think that rogues/assassins are significantly different from fighters to have their own class.  The divine elements of paladins really don't fit well with the 100% martial approach that the rest of this system is suggesting so they should probably have their own class (or be a kind of cleric specialised in martial abilities)

I like the overall approach, with a couple of minor concerns that are probably besides the point (I'm not a fan of shifting mechanics... or rather, I'm not a fan of some of the ways that they are used...)   
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1 year ago  ::  Feb 10, 2012 - 9:41AM #5
Emerikol
Date Joined: Apr 23, 2009
Posts: 4,474
I'd like to see fewer classes and more paths.  Fighter, Wizard, Cleric.   Yeah maybe there is a way for wizards to be all feat at-will, encounter based with one build and vancian with another.  Same for Cleric.   I agree if Psionics are in the game then Psion is another type.

I think spell lists should drive class.  Fighter - No spell list,  Wizard - arcane list, Cleric - divine list,  Psion - pionic list.
Otherwise feats/options should define your customization further.


Also I would add even more variation than just the classes I mentioned.  My missile weapon as a fighter could define me.   Additional skill/background based packages of feats.   There could be some crossover too.  A rangerish paladin for example.  I think fighters should have some way to add in a little magic/divine/psion too using feats without multiclassing.  Multiclassing still available for the true full separation of powers types. (3e style I suppose).


 
Here is a great blog by themormegil that explains why we had an edition war.
narrativism vs simulationism
A great blog on the business side of 4e and its impact on WOTC
4e is new coke
What core means and does not mean
HoBby Award Winner
metagame dissonance (plot coupon)    
dissociative mechanics (same as my own metagame dissonance. A great article.)
The Five Minute Workday Fallacy
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1 year ago  ::  Feb 10, 2012 - 9:46AM #6
owaru
Date Joined: Oct 27, 2010
Posts: 563

Feb 10, 2012 -- 9:39AM, Pa11ad1n wrote:

May as well remove classes entirely at this rate... have access to magic come from feats or something.


First of all, I don't think you're ever going to see a game with the D&D label that doesn't have classes.  It's too ingrained a part of the concept.

That being said, if you do, why not just go whole-hog and go to a point-buy ability system?  Something based on, say, Mutants and Masterminds, and if you want an immediate-reaction ability that you can use once per 5 minutes that does X damage and effects A and B, you can make it.  There's even a M&M sourcebook  -- Warriors and Warlocks -- specifically geared towards running a fantasy campaign using the M&M rules, which were themselves originally based on the OGL from 3e.  (That being said, I don't have the sourcebook and haven't played in any games that use it, but would be curious to hear from someone who has.)

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1 year ago  ::  Feb 10, 2012 - 9:57AM #7
Emerikol
Date Joined: Apr 23, 2009
Posts: 4,474
Well I was asked what was ideal and I answered.  I wouldn't hate base classes like these - Fighter, Rogue, Wizard, Cleric, Psion.   My only issue is that Rogue is too form fitting.  Not every lightly armored Rogue is a Rogue in this system.  So naming wise maybe it's -->  Fighter, Light Fighter, Wizard, Cleric, Psion.   Even so some of the feat chains would then be accessible to more than just the Fighter.   Maybe the light Fighter can be a paladin too.  

Anyway.   I would be happy with a base core of classes and everything else be feat, and feat chain driven.  

I'm for retraining rules too but only at a cost. 
Here is a great blog by themormegil that explains why we had an edition war.
narrativism vs simulationism
A great blog on the business side of 4e and its impact on WOTC
4e is new coke
What core means and does not mean
HoBby Award Winner
metagame dissonance (plot coupon)    
dissociative mechanics (same as my own metagame dissonance. A great article.)
The Five Minute Workday Fallacy
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1 year ago  ::  Feb 10, 2012 - 10:15AM #8
Cyber-Dave
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Date Joined: Sep 20, 2004
Posts: 9,506
Yea... this doesn't sound like it captures the spirit of D&D (which is the whole point of 5e). It is interesting! I am sure it could make for a great RPG. But like 4e, I think it might step too far from the bounds of what makes D&D the thing it is. Having a fighter, thief, wizard, cleric, ranger, paladin, assassin, bard, and psion classes is sort of iconic.

That being said, I do think the various classes should be given talent trees of abilities that are similar to what you described:

Ranger: wilderness survival and guerrilla combat that makes use of natural environments.
Paladin: divine blessings and auras that enhance combat capability. 
Thief: stealth and stealing--less focus on damage and more focus on tricks that can be used to crowed control from stealth / deal with exploration based challenges.
Assassin: Stealth, poisons, and backstabbing--the typical 4e striker / lurker / glass cannon.
Monk: Unarmed combat.

I'm for retraining rules too but only at a cost.




If that cost is anything other than "some GMs might require that you use a trainer, and that trainer might charge you X sum of coin for their services," that cost is potentially a deal breaker for me. I hate system mastery. I don't want to see elements of the game cater to system mastery. Charging players for making tweaks to their characters (because they didn't fully understand the ramifications of their choices when those choices were first made) reeks of an element designed to cater to system mastery.

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1 year ago  ::  Feb 10, 2012 - 10:36AM #9
Emerikol
Date Joined: Apr 23, 2009
Posts: 4,474

Feb 10, 2012 -- 10:15AM, Cyber-Dave wrote:

Yea... this doesn't sound like it captures the spirit of D&D (which is the whole point of 5e). It is interesting! I am sure it could make for a great RPG. But like 4e, I think it might step too far from the bounds of what makes D&D the thing it is. Having a fighter, thief, wizard, cleric, ranger, paladin, assassin, bard, and psion classes is sort of iconic.




Only since 3e.  Those iconic classes were the base in the early days.  Also I would allow for all those classes, they would just be builds.  You wouldn't call yourself a Fighter with the paladin feat chain.  Just Paladin would be fine.


Feb 10, 2012 -- 10:15AM, Cyber-Dave wrote:


That being said, I do think the various classes should be given talent trees of abilities that are similar to what you described:

Ranger: wilderness survival and guerrilla combat that makes use of natural environments.
Paladin: divine blessings and auras that enhance combat capability. 
Thief: stealth and stealing--less focus on damage and more focus on tricks that can be used to crowed control from stealth / deal with exploration based challenges.
Assassin: Stealth, poisons, and backstabbing--the typical 4e striker / larker / glass cannon.
Monk: Unarmed combat.




Yeah I like this

Feb 10, 2012 -- 10:15AM, Cyber-Dave wrote:



I'm for retraining rules too but only at a cost.




If that cost is anything other than "some GMs might require that you use a trainer, and that trainer might charge you X sum of coin for their services," that cost is potentially a deal breaker for me. I hate system mastery. I don't want to see elements of the game cater to system mastery. Charging players for making tweaks to their characters (because they didn't fully understand the ramifications of their choices when those choices were first made) reeks of an element designed to cater to system mastery.






I want system mastery but I want the gap to not be too great.  I want changing to just be bad enough that flippant changes every level are not common.   Think about it and make a decision but don't just do it willy nilly.  It is already harming realism doing it at all.  Don't make it into a mockery.   I guess serious money to a trainer might be ok.


 

Here is a great blog by themormegil that explains why we had an edition war.
narrativism vs simulationism
A great blog on the business side of 4e and its impact on WOTC
4e is new coke
What core means and does not mean
HoBby Award Winner
metagame dissonance (plot coupon)    
dissociative mechanics (same as my own metagame dissonance. A great article.)
The Five Minute Workday Fallacy
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1 year ago  ::  Feb 10, 2012 - 10:42AM #10
AnthonyJ
Date Joined: Aug 27, 2007
Posts: 1,530
The way to make martial classes fun without throwing out "realism" too much is to do exactly the same thing to the casters. If you're going to have casters who can fly and throw fireballs, you've got to have warriors on the same scale, and those aren't going to be realistic warriors. I don't mind just having two 'styles' of D&D -- one has realistic warriors and highly restricted wizards, one has over-the-top warriors and potent wizards -- the problem is that the martial classes are balanced for a different game than the caster classes, though both are balanced against other classes of the same type.
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