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Switch to Forum Live View Legends & Lore: This Week in D&D
3 months ago  ::  Feb 10, 2013 - 9:27PM #1
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,395
Legends & Lore:
This Week in D&D
Mike Mearls



We made some interesting progress on the fighter in the past week. We've known for a while that asking fighters to choose between damage and a maneuver was not an ideal situation, and we're working to fix that. On top of that, we're looking at maneuvers to fill the space between the fighter's basic combat ability and the class's full power. It's like an equation that looks like this:

• Barbarian = weapon user base combat abilities + rage
• Monk = weapon user base combat abilities + ki
• Fighter = weapon user base combat abilities + expertise

Barbarian = Monk = Fighter

Rage = Ki = Expertise

"Weapon user base combat abilities" is an intentionally awkward way of saying, "The basic method in which you get better with weapons."

In essence, building those two classes let us settle on exactly where maneuvers should rest, and the conclusion we came to was that they are additive to an attack, rather than something that comes at a cost of your base effectiveness. That means bigger, more effective maneuvers that are fighter-only, with stuff that we want any character to gain as being accessible through feats.



Talk about this column here.
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3 months ago  ::  Feb 10, 2013 - 9:35PM #2
greatfrito
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Date Joined: Jun 27, 2004
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Maybe it's just me, but that reads like a step back toward the "Combat Superiority/ Expertise" version of the DDN fighter.

If so, then... well yeah.  Folks have been suggesting just that for a long, long, loooooooooong time now.

I'm curious if it will look anything like "The Fighter gets an Expertise Die, which is equal to his Skill die" - I'm guessing not, and that it will instead be effectively "point" based (like Ki).
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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.)

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3 months ago  ::  Feb 10, 2013 - 9:45PM #3
Cyber-Dave
  • I am a plot device.
Date Joined: Sep 20, 2004
Posts: 9,466

I don't think it sounds like that at all greatfrito. Based on everything they have been saying, it sounds like something new. It sounds like they will have base combat abilities. Those abilities will be what MDD and MDB look like in the current packet, but with MDD and MDB being turned into WDD (as we have been hearing via various mediums). It sounds like fighters will get something new. Specifically, a pool of dice called expertise. Dice can be spent on using maneuvers. Unlike what we have seen up to now, it doesn’t look like dice recharge automatically. Rather, it looks like you recharge your dice by spending an action to catch your breath... all in all, it sounds very intresting!

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3 months ago  ::  Feb 10, 2013 - 9:51PM #4
Jenks
Date Joined: Apr 4, 2008
Posts: 2,493
Indeed. I am very intrigued to see this new fighter mechanic.
My two copper.



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3 months ago  ::  Feb 10, 2013 - 9:51PM #5
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,395

Feb 10, 2013 -- 9:45PM, Cyber-Dave wrote:

Rather, it looks like you recharge your dice by spending an action to catch your breath... all in all, it sounds very intresting!


Thats an interesting mechanic. You can do it, but you cant do it again until you take a moment to catch your breath.

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3 months ago  ::  Feb 10, 2013 - 9:53PM #6
Jenks
Date Joined: Apr 4, 2008
Posts: 2,493

Feb 10, 2013 -- 9:51PM, Haldrik wrote:

Feb 10, 2013 -- 9:45PM, Cyber-Dave wrote:

Rather, it looks like you recharge your dice by spending an action to catch your breath... all in all, it sounds very intresting!


Thats an interesting mechanic. You can do it, but you cant do it again until you take a moment to catch your breath.



To me it sounds more like you can do it 2 or 3 times, but then you need to catch your breath. You'll get a little leeway before you have to start spending actions, I'm sure.

My two copper.



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3 months ago  ::  Feb 10, 2013 - 9:55PM #7
Chakravant
Date Joined: Jan 9, 2012
Posts: 1,807
This makes me a little afraid for Rangers, Paladins, and other classes that need access to powers that are additive to an attack.  Either maneuvers are going to be available to a wide range of classes, or some classes are not going to be getting the tools they desperately need.  I'm not sure either of those two options are good game design.
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3 months ago  ::  Feb 10, 2013 - 9:58PM #8
thecasualoblivion
Date Joined: Apr 1, 2007
Posts: 6,343
As usual, the article is rearranging the deck chairs on the Titanic.
...whatever
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3 months ago  ::  Feb 10, 2013 - 10:00PM #9
Cyber-Dave
  • I am a plot device.
Date Joined: Sep 20, 2004
Posts: 9,466

Feb 10, 2013 -- 9:55PM, Chakravant wrote:

This makes me a little afraid for Rangers, Paladins, and other classes that need access to powers that are additive to an attack.  Either maneuvers are going to be available to a wide range of classes, or some classes are not going to be getting the tools they desperately need.  I'm not sure either of those two options are good game design.





Or it just means that all weapon using classes will have base combat abilities + some additive mechanic that is specific to the class. Rangers might get favored combat techniques (special ways to hunt specific types of foes), paladins might get auras, and so on and so forth. Why jump to “the sky is falling” scenarios, especially when all of this seems to be good news? There have been complaints that fighters don’t feel unique enough. Now they are giving fighter’s something unique. There have been complaints that using maneuvers costs damage. Now you don’t spend your damage dice to use a maneuver. This all seems like good news to me. 

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3 months ago  ::  Feb 10, 2013 - 10:04PM #10
Chakravant
Date Joined: Jan 9, 2012
Posts: 1,807

Feb 10, 2013 -- 10:00PM, Cyber-Dave wrote:

Feb 10, 2013 -- 9:55PM, Chakravant wrote:

This makes me a little afraid for Rangers, Paladins, and other classes that need access to powers that are additive to an attack.  Either maneuvers are going to be available to a wide range of classes, or some classes are not going to be getting the tools they desperately need.  I'm not sure either of those two options are good game design.





Or it just means that all weapon using classes will have base combat abilities + some additive mechanic that is specific to the class. Rangers might get favored combat techniques (special ways to hunt specific types of foes), paladins might get auras, and so on and so forth. Why jump to “the sky is falling” scenarios, especially when all of this seems to be good news? There have been complaints that fighters don’t feel unique enough. Now they are giving fighter’s something unique. There have been complaints that using maneuvers costs damage. Now you don’t spend your damage dice to use a maneuver. This all seems like good news to me.


An archer ,something I feel a Ranger should be able to be, is going to need access to Volley.  Giving them different, unique toys other than the maneuvers they need is just going to result in unhappiness as they are compared to those maneuvers and found wanting by some.  Either Rangers or archer Fighters in my example would end up feeling like second class builds if the archery options they get end up getting end up being that significantly different.



Expressing a fear in a rational way is not a declaration of "The sky is falling.", btw.

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