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4 months ago ::
Feb 01, 2013 - 2:27PM
#321
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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The problem with granting advantage with skill training is that it eliminates the skill-game of hunting for advantage.
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4 months ago ::
Feb 01, 2013 - 2:33PM
#322
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The problem with granting advantage with skill training is that it eliminates the skill-game of hunting for advantage.
My suggestion actually wasn't just grant "Advantage" for training, it was "training allows you to roll twice and take the highest". Advantage would just add an extra d20 to that. The skill mastery feat would grant an additional d20, for 3d20 rolled (or 4 with advantage). Hunting for advantage would still be useful as it ups the chance for success even more.
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4 months ago ::
Feb 01, 2013 - 2:49PM
#323
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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So what do you do if you have disadvantage in a trained skill?
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4 months ago ::
Feb 01, 2013 - 2:53PM
#324
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Date Joined:
Jun 27, 2004
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"Stacking" Advantages and Disadvantages would alleviate some of that. You get diminishing returns with more and more dice (and complexity does go up - though we might be talking like 5 rolls at the maximum) but it could also open the door for more "nuanced" roll outcomes based on the number of successful rolls.
Feedback Disclaimer
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Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us.
No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC).
(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.) A Psion for Next (Playable Draft)A Barbarian for Next (Brainstorming Still)My 4e Projects
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4 months ago ::
Feb 01, 2013 - 3:08PM
#325
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So what do you do if you have disadvantage in a trained skill?
Remove 1 die. 3d20 => 2d20 with disadvantage. 2d20 => 1d20 with disadvantage.
With advantage 1d20 => 2d20. 2d20 => 3d20. etc.
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4 months ago ::
Feb 01, 2013 - 3:18PM
#326
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Date Joined:
Jan 10, 2013
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From what I've gathered throughout this thread, people would like the fighter to:
- Be the best at combat - Be able to pick up any weapon/armor and use it effectively - Be able to contribute meaningfully out of combat - Have plenty of combat options/maneuvers - Be balanced with/against caster classes - Not render rangers, paladins, and other melee-primary classes inferior
Not possible. It is simply not possible to accomplish all of the above. It's possible to accomplish some of the above, but not all, and especially not all at once. The fighter has too broad of a scope. If you make him better with any weapon than any other class, then the combat pillar swings to the fighter and casters only, which will immediately nullify "balanced against other classes" and "not render other melee classes inferior". If you beef up his OOC abailities to be on-par with the other classes, he suddenly becomes the only rational option for a melee class, forcing his OOC abilities to define him instead of his fighting ability.
I really think the best they can do is continue developing Advantage/Disadvantage rules, MDD, and other options for the fighter. Unfortunately, as other classes are dipping into those same rules, we're back to where the fighter suffers from an identity crisis. His shtick is being shared by others. He needs plenty of things of his very own. Distinguishing things. Things that will define the fighter as more than just the "mundane melee class", and NOT let other classes use them.
The 2 core goals of DDN: 1. Create a version of D&D that embraces the enduring, core elements of the game. 2. Create a set of rules that allows a smooth transition from a simple game to a complex one. - Mike Mearls
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4 months ago ::
Feb 01, 2013 - 3:28PM
#327
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Date Joined:
Jun 27, 2004
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From what I've gathered throughout this thread, people would like the fighter to:
- Be the best at combat - Be able to pick up any weapon/armor and use it effectively - Be able to contribute meaningfully out of combat - Have plenty of combat options/maneuvers - Be balanced with/against caster classes - Not render rangers, paladins, and other melee-primary classes inferior
Not possible. It is simply not possible to accomplish all of the above.
Wait, what? That seems incredibly possible.

EDIT: At worst, "Be the best at combat" might conflict directly with "Not render rangers, paladins, and other melee-primary classes inferior".
Feedback Disclaimer
Show
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us.
No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC).
(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.) A Psion for Next (Playable Draft)A Barbarian for Next (Brainstorming Still)My 4e Projects
Show
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4 months ago ::
Feb 01, 2013 - 3:34PM
#328
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From what I've gathered throughout this thread, people would like the fighter to:
- Be the best at combat - Be able to pick up any weapon/armor and use it effectively - Be able to contribute meaningfully out of combat - Have plenty of combat options/maneuvers - Be balanced with/against caster classes - Not render rangers, paladins, and other melee-primary classes inferior
Not possible. It is simply not possible to accomplish all of the above.
Wait, what? That seems incredibly possible.

EDIT: At worst, "Be the best at combat" might conflict directly with "Not render rangers, paladins, and other melee-primary classes inferior".
I don't need fighter's to be best at combat either. But it is quite possible to design the game with something like this:
Fighter - 100 Combat 80 Exploration 80 Social Ranger - 90 Combat 90 Exploration 80 Social Rogue - 80 Combat 90 Exploration 100 Social Wizard - 80 Combat 100 Exploration 90 Social The game is about as balanced as we are asking for (not perfectly balanced, but nobody is more than 20% worse than anyone else in a given pillar) while having each class cabable of contributing to each pillar.
Right now though rogues are 90 combat 120 exploartion 120 social, wizards are 90 120 120, and fighters are 100 35 35.
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4 months ago ::
Feb 01, 2013 - 4:13PM
#329
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Date Joined:
Jan 10, 2013
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EDIT: At worst, "Be the best at combat" might conflict directly with "Not render rangers, paladins, and other melee-primary classes inferior".
That's a pretty big "at worst".
People look to past fighters and claim they were "luggage carriers of casters", "Robin to someone else's Batman", and generally lacking in anything that makes them stand out, yet be balanced against other classes (including...or maybe especially...against casters). The reason? There's a few. First, casters were supremely overpowered. Second, the options the fighter picked up were so lackluster and basically demanded to be picked up unless you wanted him even more inferior than he already was. Toughness? Cleave? Two-weapon fighting? What do those do when a single spell can render the fight basically over in short order?
4E gave fighters the best go at it, IMO. Every other edition garners the above claims (whether they are correct or not is another story entirely). People want paladins, rangers, assassins, monks, barbarians, and all of those other melee classes in the game. Most of those classes have a particular shtick that sets them apart from each other. The way the 5E fighter is headed, most of the things that make him good are shared by other classes...thus we're back at square one: his aimless direction. What is the fighter's thing? What does he do that sets him apart? What would make someone look at the fighter and choose him over any other melee class as it stands right now? What about when (in the future) they release the ranger, the paladin, the assassin, the whatever-you-will melee class? I, personally, don't want to see the fighter shoved aside yet again just because they can't figure out how to give him his own thing that he won't have to share with other melee classes. If that's going to be the case, then I'd just as soon WotC drop the class completely. We're in the playtest phase. Right now is where the fighter should be being defined. Right now is where the base chassis of the fighter will decide, later on, whether he still has to carry the casters' luggage again or not. I know they will never drop the fighter from the roster, but if they can't do him well, then it's likely many players will drop him from their rosters.
The 2 core goals of DDN: 1. Create a version of D&D that embraces the enduring, core elements of the game. 2. Create a set of rules that allows a smooth transition from a simple game to a complex one. - Mike Mearls
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4 months ago ::
Feb 01, 2013 - 5:13PM
#330
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Date Joined:
Aug 11, 2006
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Fool! Fighter's are supposed to be big dumb brutes for n00b players who aren't 1337 enough to play ubergodcasters. Boy, did you ever get that sarcasm backwards.
No, he nailed pretty dead on. Your Role vs. Roll player argument is mostly laughable anyway.
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