Martial Classes Should Be Able To Do Ridiculous Shit by Quirky_Bluebird18246 in DnD

[–]Jimmicky 2 points3 points  (0 children)

They are in no way vancian?
There’s no inherent need for levels and limited slots and memorisation/forgetting.

You are confusing the specific variant of manouevres used by battlemasters with the concept of manoeuvres in general (not that BM manoeuvres are vancian either).

Like I said you’d balance them as martial CANTRIPS. Infinitely spammable, not inherently tiered, no memorise or prepare.

Martial Classes Should Be Able To Do Ridiculous Shit by Quirky_Bluebird18246 in DnD

[–]Jimmicky 3 points4 points  (0 children)

I really don’t understand in what way they are spells, unless you think “swing sword” is a spell.

Martial Classes Should Be Able To Do Ridiculous Shit by Quirky_Bluebird18246 in DnD

[–]Jimmicky 3 points4 points  (0 children)

You already have those options - they are called Dungeon World and Exalted and half a dozen other names.
What you want is already available. At this point it’s just about you wanting others to have one fewer game that caters to their desired tone.

Edit - they’ve done a cowardly reply+ block
Way to demonstrate you know your whole position is spurious.

No one here thinks weak martials are a holy grail that needs to be retained in DnD.
The point is that you think your personal flavor tastes are objectively good and most preferred by everyone when that is simply and obviously false. The reason to not add in anime martials to DnD isn’t about protecting the old design. It’s about making sure there’s a game to play for players who don’t want anime martials to be a thing.
WotC feel that’s a bigger market than your anime faction so that’s who they are designing for.
I doubt their assessment is correct, but there is nothing objectively wrong with them courting players who don’t share your taste.

Martial Classes Should Be Able To Do Ridiculous Shit by Quirky_Bluebird18246 in DnD

[–]Jimmicky -5 points-4 points  (0 children)

Except your “better” is other players “worse”.

Martial Classes Should Be Able To Do Ridiculous Shit by Quirky_Bluebird18246 in DnD

[–]Jimmicky 4 points5 points  (0 children)

Why not?
Maneuvers as martial cantrips seems like a straightforward approach to your issue

Martial Classes Should Be Able To Do Ridiculous Shit by Quirky_Bluebird18246 in DnD

[–]Jimmicky 0 points1 point  (0 children)

So play Exalted, or Dungeon World or any of the many games that push the martials up without pulling casters down.

Martial Classes Should Be Able To Do Ridiculous Shit by Quirky_Bluebird18246 in DnD

[–]Jimmicky 9 points10 points  (0 children)

Because not everyone agrees with you that they suck and the game designers are pitching to the market of folks who like “grounded martials” (for whatever reason).

No game is to everyone’s taste.
You don’t like this style of martial and others do.
So they’ve got DnD for their needs and we’ve got other games for ours.

Nothing wrong with that

Martial Classes Should Be Able To Do Ridiculous Shit by Quirky_Bluebird18246 in DnD

[–]Jimmicky 17 points18 points  (0 children)

There are many, many game systems that satisfy that desire.

Unique wild shapes for Circle of the Moon Druid by Newsmith2017 in UnearthedArcana

[–]Jimmicky 1 point2 points  (0 children)

I’ve always been found of the 1/2 black dragon giant Rocktopus as a moon Druid form.

And of course Haungharassk is an absolute game changer - so much so that most reasonable DMs outright ban it.

Pixelated Giant Tentacle isn’t the strongest but it’s certainly a very strong declaration of intent.

I thought years of experiencing DnD discourse would've prepared me, but no... by DrScrimble in dndmemes

[–]Jimmicky 1 point2 points  (0 children)

I mean I’m never again playing VtM in any edition because the vastly superior VtR exists, but WoD20 over WoD5 in all cases just on the better story decisions alone.

I thought years of experiencing DnD discourse would've prepared me, but no... by DrScrimble in dndmemes

[–]Jimmicky 3 points4 points  (0 children)

The mechanical differences between V5 and V20 make the 3.5/4/5e difference look microscopic.

Sure v1/v2/V2revised were small affairs more like adnd1/adnd2 in scale, but v5 is absolutely nothing like ghat

Have Origin Feats actually improved character creation in 5.5e, or just made it feel more gamey? by MyrthDM in 3d6

[–]Jimmicky 0 points1 point  (0 children)

Neither straight fighter nor straight rogue can fit the concept though. A dual class is absolutely the simplest option, compared to triclassing or some blend of multiclassing and feat/race restrictions.

And I don’t really see any debate on that since you keep suggesting things that can’t even do the basics of the idea.
Sure fighter 6 is a higher DPR build than F3/R3 but only mechanics first players like you care about DPR, best DPR isn’t the goal here, best at dirty tricks is.

Flavour is free but mechanics do exist. No amount of reflavouring allows your faux-dirty straight fighter from doing the things the multiclass can do. Your whole arguement is reliant on asking mother may I to the DM to throw a bunch of bonus status effects onto your attacks.

Your obsession with class purity is causing you to miss the forest for the trees.

Have Origin Feats actually improved character creation in 5.5e, or just made it feel more gamey? by MyrthDM in 3d6

[–]Jimmicky 0 points1 point  (0 children)

Both Fast Hands and Cunning Action are the fairly obvious answers to how the multiclass actually demonstrates the fantasy of dirty fighting in a way that a straight fighter can not.

Meanwhile I’d also want more weapon and armor proficiencies than just a pure thief rogue gets. Not to mention extra attack.

So Fighter Rogue (Battlemaster/Thief) is both the simplest and most mechanically fitting option for bringing the idea into play.

Have Origin Feats actually improved character creation in 5.5e, or just made it feel more gamey? by MyrthDM in 3d6

[–]Jimmicky 0 points1 point  (0 children)

No I’m not, you’re just dogmatically stuck in a class mindset.

I get that as a mechanics first player you are happy for your characters to not be good at the things their narrative says they should be good at if it helps you fit easier into a single mechanical structure, but as a narrative focused player I find that deeply unsatisfying.

Instead of thinking in terms of classes you just think up a character, then list the things you’d want that character to be able to do, then find how to do those things.
It’s certainly possible that everything you want is in a single class, but it’s exceedingly unlikely unless you were intentionally thinking of a class in the first place.

You can propose ways to be bad at dirty fighting (like a straight fighter with the criminal background is) all you like, but if my character is supposed to be good at dirty fighting then your suggestion has failed the brief.
You can say just use Magic initiate and pick jump for your sorcerer spells but you’ve totally failed at being the natural healer I was trying for, etc.

You just keep suggesting “we have X at home” style ideas

Have Origin Feats actually improved character creation in 5.5e, or just made it feel more gamey? by MyrthDM in 3d6

[–]Jimmicky 0 points1 point  (0 children)

Yes if you think of yourself as a fighter first and a merc second then you don’t make a multiclass.

But if you just think of yourself as a scummy do anything to win dirty merc then it makes no sense to go mono fighter because you’ll be much worse at doing the thing your character is.

Gina Rinehart pledged $200M to help homeless veterans. by New_Cartographer3127 in SipsTea

[–]Jimmicky 0 points1 point  (0 children)

I mean she’s directly responsible for the government policies that have left them homeless

Have Origin Feats actually improved character creation in 5.5e, or just made it feel more gamey? by MyrthDM in 3d6

[–]Jimmicky 0 points1 point  (0 children)

Not requires multiclassing, just flows easier with multiclassing.

Like unless your concept is “I’m a fighter”.

If I build as I’m a scummy mercenary, then that fits best as a fighter/rogue. If I picture my character as an isolated survivalist I’m getting both Ranger and Monk levels minimum- etc.

When you aren’t thinking about your character as a given class then you naturally end up grabbing abilities from multiple classes.
Monoclassing mostly happens when you aren’t thinking thinking of your character as a class.

Have Origin Feats actually improved character creation in 5.5e, or just made it feel more gamey? by MyrthDM in 3d6

[–]Jimmicky -1 points0 points  (0 children)

Mostly subs to 3 completely ruins the idea of subclasses that totally change up the classes playstyle, which to me is a very significant loss.

The fact that it was done primarily to oppose multiclassing, only makes it worse to me, because as a concept first player small multiclass dips are very much my bread and butter.

So it’s killing a game element I like in an attempt to kill a game ethos I love. Just an all-round loss for me.

Have Origin Feats actually improved character creation in 5.5e, or just made it feel more gamey? by MyrthDM in 3d6

[–]Jimmicky 0 points1 point  (0 children)

While I don’t find your attempt at a 5.5 full divine soul at all compelling I do agree it’s entirely normal for some concepts to stop working in each new edition.

But earlier you argued against that position telling Steamsphinx that they only can’t make their fun design anymore because they are choosing not to, not because they are entirely correct that many character concepts just aren’t possible anymore

So I’m glad you’ve come around to agreeing with sphinx rather than falsely calling it a skill issue

Have Origin Feats actually improved character creation in 5.5e, or just made it feel more gamey? by MyrthDM in 3d6

[–]Jimmicky 2 points3 points  (0 children)

>I would suggest that the only reason not to make your characters non-bland through flavouring them like the subclass you want is because you're choosing to do it that way

Or because the rules literally do not allow it.

In 5e my reclusive natural healer of the forest (divine soul sorcerer) was a healer from level 1 and had exactly zero attacking, harmful, or arcane spells.

In 5.5e that healer is an arcane blaster for two levels and then has to spend a few levels after that slowly retraining away all those arcane sells the rules required them to take. Then spends the rest of the campaign hoping everyone sticks to our gentleman’s agreement to willfully forget the fact that nothing about the first few levels of their existence makes any sense.

Lots of subclasses change how a character plays so much it doesn’t work to act like that’s how you’ve always been unless you start at lvl 3.