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What does the mundane high level fighter look like? [+]
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<blockquote data-quote="Quickleaf" data-source="post: 9184765" data-attributes="member: 20323"><p>Replying to you both, cause my mind linked your comments. Yes, I think you're honing in on something that relates to the undercurrent of the conversation – that 5th edition is microtransactional. At 20th level, I think it's fair to break that a little, though I agree it's not worth getting lost in designing a hypothetical 20th level feature.</p><p></p><p>I think the general idea of a Stroke of Death is awesome, and of course to 5e-ify it would require certain limiting language be added, eg. "...creature with legendary actions or legendary resistances cannot be reduced to 0 hp by this effect; instead they take an additional 6d8 damage from the attack." Something like that.</p><p></p><p>To get back to the microtransactional design, if you look at a Battle Master maneuver that gives an effective attack bonus like Feinting Attack (gain advantage), it's still falling short of saying "You spent a resource? Great, you can automatically hit!" instead 5e says, "ok, you can have an improved chance of hitting, but if you miss, sorry."</p><p></p><p>My opinion is that this microtransactional paradigm impacts the combat side of things <strong>more than</strong> the other lighter weight systems in the game <strong>because </strong>combat is microscopically detailed (in comparison). And the fighter IS almost entirely built around combat, so any design is trying to squeeze in effects with micro-steps, and this "squeeze" effect on design intensifies at higher levels as the designers walk this microtransactional design railroad that leads to ...well, a very popular class <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite18" alt=":ROFLMAO:" title="ROFL :ROFLMAO:" loading="lazy" data-shortname=":ROFLMAO:" /> <img class="smilie smilie--emoji" loading="lazy" alt="😩" title="Weary face :weary:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f629.png" data-shortname=":weary:" /> ...but also a small subset of folks (raises hand) who find it myopic.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9184765, member: 20323"] Replying to you both, cause my mind linked your comments. Yes, I think you're honing in on something that relates to the undercurrent of the conversation – that 5th edition is microtransactional. At 20th level, I think it's fair to break that a little, though I agree it's not worth getting lost in designing a hypothetical 20th level feature. I think the general idea of a Stroke of Death is awesome, and of course to 5e-ify it would require certain limiting language be added, eg. "...creature with legendary actions or legendary resistances cannot be reduced to 0 hp by this effect; instead they take an additional 6d8 damage from the attack." Something like that. To get back to the microtransactional design, if you look at a Battle Master maneuver that gives an effective attack bonus like Feinting Attack (gain advantage), it's still falling short of saying "You spent a resource? Great, you can automatically hit!" instead 5e says, "ok, you can have an improved chance of hitting, but if you miss, sorry." My opinion is that this microtransactional paradigm impacts the combat side of things [B]more than[/B] the other lighter weight systems in the game [B]because [/B]combat is microscopically detailed (in comparison). And the fighter IS almost entirely built around combat, so any design is trying to squeeze in effects with micro-steps, and this "squeeze" effect on design intensifies at higher levels as the designers walk this microtransactional design railroad that leads to ...well, a very popular class :ROFLMAO: 😩 ...but also a small subset of folks (raises hand) who find it myopic. [/QUOTE]
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What does the mundane high level fighter look like? [+]
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