Showing posts with label 4e. Show all posts
Showing posts with label 4e. Show all posts

Monday, August 11, 2014

Miniatures tactics vs. roleplaying teamwork

A comment on an earlier post (hi Keith!) got me thinking about tactics and teamwork and the difference in how 4E and 5E encourage that stuff.

I agree with his comment, and disagree. (I'm not going to paraphrase or quote him here. Sorry, but you'll have to follow the link and check the comments section because I don't want to risk misinterpreting him or taking his words out of context.)

I agree that 4E was really good in that group tactics and teamwork were an obvious point of emphasis. There were a myriad of powers that stuck enemies in place, gave allies free attacks and moves, and synergies galore. Heck, there was an entire class built around controlling the battlefield. Can't recall the name of it, despite the fact that one of the guys played one. I guess I always just thought of it as the "Middle Manager"; a class built around doing nothing but getting others to do all the work.

Anyways, it worked great in a tabletop miniatures combat simulation game. It was also where 4E fell on its collective face for me.

All of the move-here-hit-that powers ultimately shattered my immersion with the game.

Every time our Middle Manager would use a power to move my character, I would wince. More often than not, his directions made perfect tactical sense. And in the action movie playing in my head, I would envision him yelling something like "Dragonborn (my fighter character at the time)! Shift to your left and pin down that hobgoblin!" I would move my mini and in my head yell back "Yeah yeah. I've got him. Why don't you go book a meeting or something."

Immersion was more or less in place. But, I still ended up feeling like a pawn. And that was in the best case scenario when I agreed with the tactical plan.

Then there were the times when I had other plans or goals. I didn't want to stop and pin down a hobgoblin because my next round was going to get me closer to the pesky spellcaster at the back. I would refuse and my Dragonborn would shout out, "No! Have the dwarf do it!", but then we'd stop and have a debate around the table about tactics and goals. Much more would be said than what I could fit into six seconds of mental action movie.

Immersion destroyed.

So, I'm glad that 5E has toned that back to a couple of feats and stuff under the Fighter Battle Master archetype. I'm glad because I think that teamwork and tactics should never be enforced by a ruleset. They should evolve naturally during play.

Although I've been playing D&D with the same group of friends for over a dozen years, every time we start a new group of characters, there is always a learning curve. Part of is that 1st and 2nd level characters are always pretty inept. But there's also the need to learn how everyone envisions their character. We don't start out as a well oiled orc killing machine. We bump into each other. We get in the way of that shot or spell. Until we've gained a few levels and learned character tendencies.

It happens every time and it's a beautiful thing.

Friday, September 20, 2013

September and life begins at 3rd level

Well. That was sooner than expected.

Between busy summer weekends and wives making plans, we got to play the August packet all of once. Just like that, the final playtest packet is out. So much for our guess that it wouldn't appear until November or even the start of next year.

It's not like the September packet is as radical a departure as the August was from the May packet, but there's still quite a bit of new stuff and some noticeable changes.

Let's start with the stuff I liked.

Multiclassing. At last! I love to multi-class and missed it terribly in every version that we've tried that wasn't Pathfinder or 3.5. Now that it's appeared in the September packet, I think the wait was worth it. Most of it is pretty straightforward, and honestly, how else would you design multiclassing?

The part that I like the most however, and that sets the 5E multiclassing above even the 3.5 rules, is how it handles Spellcasting. In particular, the Spells per Day, where all your spellcasting levels are considered and merged into one handy table. Simple and elegant I say.

I also like the changes made to the Fighter class (the one class I really focused on since that's what I'm currently playing). At first, I was peeved that I could take one and one only Fighting Style just because it's one more restriction or road-block. For example, my fighter is a great sword user, so the "Great Weapon Fighting" style is a natural fit, and it has a cool benefit. But, I also pictured him as having a couple hand-axes and short swords to use in close quarters, where the "Two-weapon Fighting" would be a huge help. So, I'm screwed right? Take one or the other and live with it forever. *sigh* Until I see that in the "Warrior Path", I get the option at 10th level of picking a second specialty. Yay! Oh, wait. That means I'm automatically funneled down that Path instead of getting a real choice.

Ultimately, I'm happy with give and take and being pushed to make hard choices. I just wish it wasn't so early in the character's career. Maybe if there were ways of bailing out of a Path to another one...

Moving on, there are a few things I'm not so sure about.

For starters, I liked the Expertise concept, so I'm a little disheartened to see it go. That said, I don't mind the proficiency in Saves and Skills. On the downside, it's one more table to consult (and one that doesn't seem to have a rhyme or reason on the progression) and one more number to keep track of. It's also a bit of a pain remembering when it applies. The upside however is that it's one more bit of customization available, so on a whole I'm leaning towards liking it.

Next is the bastard sword; an old favorite of mine. It's gone. Instead the longsword has the versatile feature and gets it's damage die bumped a notch when used with two hands. I can picture it and equate it to the katana but there's just something missing from the weapons table.

While I'm on the equipment side of the packet, I don't like the Plate Armor and Mithral Plate. Either the former is way too expensive, or the latter is way too cheap. I mean, for an paltry extra 1,000 GP (or 500 EP if you prefer), you get the Mithral version that weighs 1/3 less and doesn't slow your character down.

Granted, a DM can easily say no until the character does something awesome to earn the friendship of a dwarf/clan/hold/whatever. As a DM, that's what I'd do, and as a player I'd have no problem with going off on a side-trip to get my lighter and flashier plate armor. But if it's a question of simply saving up an extra grand in coin, then it's a no-brainer.

More of what I didn't like.

The kender race. It's just a halfling. Make it a variant with the "Stout" and "Lightfoot". Okay, I get that they included one race from each of the major settings. I'm also a fan of the old Dragonlance setting and wanted to see it as the preferred setting in 4E. I just don't see enough of a difference to justify having the kender as a separate race from the halfling.

I still get the definite feel that the first two levels are a bit of a slog with level 3 being where shit finally gets real. It doesn't help that Mearls all but said that levels 1 and 2 were "apprentice" time for the character. Again, I'm okay with that, if only because we always have the option of starting at 3rd level. I'm just not sure of the design choice. If I had been sitting in that meeting when someone suggested that the first levels of the game should have an "apprentice" feel to them (ie. boring), I would have asked why they wanted the first two levels to be a dull slog.

Unless it was just to nerf multiclassing.

Thursday, August 1, 2013

Is there life beyond Vancian magic?

I was wholly unimpressed with 4E's system of powers. I thought it had potential but probably should have been applied to just spellcasters. When they turned it loose on all classes, it compounded the whole every-class-feels-like-every-other-class problem.

I'm also willing to admit that 3rd Edition's use of the Vancian magic system wasn't without flaws. Particularly at high levels, it gets cumbersome and the lower spells become nearly useless. There is a lot of bookkeeping involved. It's not especially flexible. Etc...

So, I was slightly disappointed to see the system yet again in 5E. Not surprised, but disappointed.

Yes, it's familiar and as such it won't take any time to learn. Okay, there are the rituals and that's a pretty cool idea.

But, I kinda hoped that the designers would seize this opportunity to try something a little radical. Something with spell points like most of the video games and MMOs use.

While I rail against designers of a Role Playing Game making decisions for the sole purpose of marketing it as an IP to video game developers, I understand the need to turn a profit. As such, I can accept that designers need to keep at least one eye on possible video game impact. I only hate it when they bend over backwards for strictly video game issues like class balance.

So, it looks like the x number of spells of x level per day system is here to stay. I'm okay with that. At least they added some tweaks, such as using higher level slots to boost the power or effectiveness. I can't wait to hit some chump with a 9th level Magic Missile. I'll be picturing the look on his face as he thinks, "Ha! That's just a lowly magic missile. Pshaw...owwww fuck that hurt!"

Sunday, June 3, 2012

Session #1. A lot of good. A little bad.

Our initial playtest session went pretty well. There was the usual sidetracking and goofing off but that's a big part of playing a tabletop game of any kind.

Once we eventually got down to business, we went over some of the big changes from the rules we're all familiar with. The concept of having advantage and some of the overall simplifications. Then we handed our characters (we took turns rolling to randomly assign the pre-generated ones provided) and looked them over to spot anything interesting.

For starters, the wizard has an interesting little thing that affects his spellcasting. Namely, if he takes damage, on his next turn he has to make a Constitution check to successfully cast a spell. If the wizard casts a cantrip or does anything else, there's no check required. My first thought was that it would be same for any spellcaster, but a quick check of the two clerics showed that to not be the case. Odd but okay.

I rolled the halfling rogue, and there were a couple of things I noticed. For one, the sneak attack damage is essentially the same as his hit dice. In other words, it goes up every level. I thought that was going to be really overpowered, but during actual play, I only had one sneak attack opportunity. So, it might not be a big factor as long as there's no official flanking rule (more on that in a bit).

Second thing I noticed was this little rogue feature that is basically a Take 10 on any skill the rogue is trained in. I still roll the check for opening locks, finding and disarming traps, and sneaking but any roll lower than 10 is bumped up to 10. Nice! But it made disarming even moderately difficult traps impossible to fail. That means a 1st level novice rogue can disarm a moderately tricky trap without breaking a sweat. Not so good.

Finally, I found that the rogue was much more tactical in combat than the fighter, cleric, and even the wizard. I spent a couple of combat rounds doing nothing but hiding and looking for an opening to deliver a sneak attack. As I already mentioned, I only got one such opportunity.On the plus side, having advantage allowed me to nail the sneak attack (I rolled a 15 and an 8), so that mechanic is great.

While I was busy lurking and sneaking, the others struck me as being one trick ponies. The fighter, predictably, swung his axe every round and did serious damage thanks to a bonus that feels really huge at first level. Oddly enough, the cleric and wizard also came across as predictable. There were a few notable exceptions but for the most part, round after round they used their at-will radiant lance and magic missile (respectively). I was not a fan of the at-will carrying over from 4th Edition, and I like it even less after seeing it in action.

Yes. I know. No one wants to play a wizard or cleric that runs out of spells halfway through the first fight. I get that. I just don't think letting them spam magic missiles and shocking grasps and radiant lances is the answer. Making them usable X number of times per encounter isn't a good solution either because it makes one wonder why the wizard could cast, say 3 magic missiles early in a fight but then stop, and then move to the next room and suddenly be able to cast 3 more. It makes no sense.

Personally, I think the easiest fix would be to simply increase the numbers of low level spell slots available to casters. Give them a dozen or 20 cantrips per day, or whatever number that let's players feel like they have lots but not so many that they can waste them.

The best fix might be to do away with the Vancian magic system. A few months ago, I read a blog (sorry, I can't find the link) who suggested that the Dragonlance Fifth Age system could be a great foundation for DnDNext's magic. I'm not overly familiar with that game but from the little bit that I've read, it's system of circles and points is pretty cool. Unfortunately, it also appears to be a little math heavy which is clearly anathema to 5th Edition D&D.

I have one other early complaint but I think I'll save that for another post.

Overall, I'm quite happy with the initial design and rules. It's definitely simplified and a lot of discretion is put into the hands of the DM. For example, does flanking give advantage? That's apparently up to the DM to decide. Also, 1st level characters are nowhere near the helpless and lucky to survive noobs of 3rd and earlier editions. They've got some pretty serious teeth.

As does DnDNext.

Thursday, May 31, 2012

Some first impressions on the playtest stuff

Funny thing, how life gets hectic and things that held my interest end up pushed to the back burner. DnDNext was that thing and one day I couldn't read enough about it, and the next it wasn't even on my radar.

Then, along comes the playtest materials.

Yes, our group got in. No, I don't think it's all that exclusive of a thing.(My impression is that anyone who asked to be in, got in.)

Anyways, I read the guide on how to play and skimmed over the supplied characters. Not a lot of meat but the bones are shiny and white and new.

The materials do give a pretty good sense of where 5th Edition is going, and I think I'm gonna like it. DM Samuel at RPGMusings wrote up a really good summary with some good insights. I'll try not to simply rehash what he wrote but a tip of the hat to his spotting of the three pillars of 5th Edition.

Unfortunately, our group's first official playtest won't happen until this Saturday (June 2nd) but I thought I'd throw out my initial thoughts on the good, bad, and ugly.

Right off the bat, I really dig the concept of Advantage/Disadvantage. It's simple but a powerful tool and full of tactical goodness. This guy here breaks down the math quite nicely.

I'm also a big fan of the simplification of checks being made against each stat. As much as I might miss the old Will, Reflex and whatever that third save was, it only makes sense to treat them as ability tests instead. Plus, as an added bonus, it makes all six stats important in different situations. Charisma might not be the default dump stat any more.

The idea of Backgrounds and Themes for characters also seems like a welcome innovation. I'm a little worried that having feats embedded inside is a recipe for disaster. I, for one, create a character with one concept and very often end up playing him/her/it as something totally different. In 3rd Edition, that wasn't much of a problem as I'd just change up my feat selections and/or spell choices. If a background in 5th Edition gives you two or three feat trees to chose from, at best I'm going to feel restricted. At the worst, I'll end up stuck with a character I don't like.

I'm a little put off by the Cantrips and Orisons. They seem to take those iconic 1st level spells like Magic Missile and turn them into the dreaded At-Will powers of 4th Edition. After reading everything else and seeing not even a nod towards the-edition-that-shall-not-be-named, they drop the At-will thing on me. Ugh!

I'm hoping the feedback on that will get them to come up with something else. While I agree that there's no harm in the wizard/sorcerer/cleric/bard/etc... having a couple of piddly spells that they can fire off as many times as they want. The Light spell is a great example of something that's nice to have limitless uses of, but being able to machine gun Magic Missiles is a bit much.

Am I really in that small of a minority that I don't mind my spellcaster having to resort to swinging a sword or shooting a crossbow when he's out of spells?

On another note, Crwth spotted an interesting bit of wording in the How To Play guide. In the Stealth section, it seems to imply that one roll is made and that all contested rolls are compared against it.

He interprets that as the player announcing he wants to be sneaky, rolling a Dex check, and then using that roll for the rest of the week as he creeps across the country. I, uh, might be exaggerating that a little bit.

Still, even if it means that a character can creep along a 100' of hallway past multiple guards on one roll, that needs to be dropped. I know. Rolling a stealth check every 15' is tedious. And a lot of the time the DM knows there's nothing there to hear/spot the character but the DM can't let the player know that, so the dice clatter away for the next hour.

Doing it on one stealth check is not the answer. Sure, it speeds up play. Sure, it simplifies the task. But it's a cure looking for a disease. There's tension inherent in every die roll (or there should be) because there is a risk of failure. Rolling a lot of dice is not necessarily a bad thing. Especially not when checks seem to be simplified down to an Ability score plus a modifier or two plus Advantage or Disadvantage.

Crwth's nightmare example was of a player rolling a natural 20 and deciding that his character will simply stealthy move all the way through the dungeon unopposed. Or, he'll roll a 5 and decide to stop moving before trying again.

I can see doing that. I can't see getting away with it, but...

Then I read that section again, and I think the wording suggests that when trying to sneak past a bunch of guards/monsters, the player rolls a single stealth check instead of a check against each guard/monster.

Hopefully, it's just a case of poor wording that will be clarified sooner or later.

Tuesday, March 27, 2012

Gapping a generation

So, I recently stumbled across an interesting post entitled "4E Plays Like A Video Game, and Thats [sic] Awesome". It's an older piece (from November 2010) and #DnDNext wasn't even a thing. I think I spotted in on someone's Twitter feed or something, but that's neither here nor there.

The reason I mention it is because it's quite well written and thoughtful and has some excellent points.

It also made me want to rage-barf!

The essence of his argument, as I understand it, is that the elements of 4E that drew the lion's share of criticism didn't deserve it because they made the game fun.

The spamming of At-Will powers while the Encounter and Daily powers were 'fire and forget' were okay because they were just like the cool down timers in video games. The hand waving healing where everyone takes a breather and is at full health again was all right because it kept the game moving. Any nod to realism was unnecessary because it was a game and games should be fun.

I hate every one of his arguments, but I can't really dispute them either. If that sort of stuff makes for a fun game for him and his friends, then... great! Good for them. Sincerely.

At the time, he was twenty six years old. I was thirty eight. Twelve years but it might as well have been a hundred and twelve. He grew up playing RPGs on the Xbox and computer. I played them on graph paper.

For me, the hand wave healing and powers were a break from the immersion. To me, immersing myself in my character and playing a role is the biggest draw in DnD and any other tabletop RPG. I have dozens of board games and video games that are all fun and all vying for my precious free time. A few are easy enough to lose myself in (Skyrim, Mass Effect, Deus Ex to name a few) but most are fun and carefree diversions.

I don't care how realistic the physics are in the Need For Speed series. I just wanna drive a ridiculously cool car at ridiculously stupid speeds.

I don't care if the Madden games portray injuries accurately. I just want to run a clock killing 80 yard drive.

I don't care if my Ultra-Marine is instantly healed whenever the bullets stop flying. I just wanna saw some Orks in half.

However, I do care if my carefully planned and conceived DnD character has to worry about cool down timers.

Yet Monte Cook and the WotC design team want to bring everyone together under one unified edition. A game with a foundation that will allow the old codgers like myself to sit at the same table as the twenty-something Gazebos of the world. I hope they can pull it off because that would be awesome.

Sunday, March 18, 2012

Balancing Act

It's the classic mystery novel setting. A dark and stormy night rages outside the country manor. Inside 4th Edition D&D lies dead.

I've gathered all the suspects in the study. By the fire is General Roles, puffing on a pipe and looking indignant. Mrs. Powers is pacing and railing about her dignity and good name. Professor Healing-Surges nonchalantly thumbs through a musty old tomb. There are others in the room but I haven't bothered to learn their names.

I also haven't bothered to truly investigate the murder. Diligently hunting down clues and gathering ironclad evidence is for pussies. I'm all about baseless accusations and finger pointing. So, once the dramatic tension has peaked, I point my finger squarely at...

*DUN DUN DUN*

The butler ... Balance.

*GASP*

Or maybe everyone shrugs and says that they figured that out way back in chapter six.

Regardless; the quest to balance all the classes was above all else, the thing that killed 4E for me. I probably could have adapted to the card game/tabletop miniatures emphasis of the game over time. But there was no getting past the fact that all the classes under each role felt alike. They had different names and flavor text but at the end of the day we were playing Controllers, Strikers, Leaders, and... that other one. Tanks?

Everyone had healing surges and At-Will powers and lots of Hit Points. Everyone was self-sufficient and independent. Everyone was great but no one ever stood out. All because of balance.

Now, balance has its place. It's good to have in computer games and MMOs. It's nice to have when crossing the Grand Canyon on the back of a bear riding a unicycle across a tightwire. It has no place in a tabletop RPG.

Why? Because balanced characters are no fun. In fact, it's downright boring.

There were exactly two times in our several months of playing 4E where I remember being excited. One was when someone chained together a series of power cards in a really cool way. The other time was when we started dying off after a grueling gauntlet of encounters. Otherwise, the only thing I liked was the role-playing portions, and those had nothing to do with the rules.

I suppose the video-game-ification of 4E required that the classes be balanced. No one wants to login to their D&D based MMO and have one player run around and kill everything before you even hit the key to draw your sword or cast your first spell. That sucks.

But in a tabletop game that's simply not a factor.

As I see it, the idea behind balancing all the classes is to ultimately prevent any one player from min/maxing their character and dominating the spotlight. The fallacy there is that it's up to WoTC to police everyone who plays the game. The reality is that every gaming table is different. We all have our inside jokes and our unspoken policies on what is okay and what is not. All without any heavy handed help from WoTC, thank you very much.

In a good tabletop game with my friends, I want the spotlight. I want my character to shine and show off every now and then. I revel in those moments when I cast my biggest hardest hitting splashiest spell at the big bad guy, and have all the dice fall the right way and have it fall in glorious defeat. Those moments where it all comes together are the best.

At the same time, I want the spotlight to shine on the other characters too. I want to cheer when the rogue disarms that trap or lands that brutal sneak attack. I want to clap when the paladin executes a devastating cleave, or when the cleric vaporizes a room full of undead, or when the druid hits the vampire lord with a sunbeam spell.

Those moments are exciting and thrilling and memorable. Those are the moments that make the game fun. Those are the moments that are lost when every character can do a bit of everything and where all the classes are balanced.

So, leave the talk of balance for the computer games and let the players deal with any spotlight hogging munchkins that show up at their table.

Monday, March 12, 2012

Epicness

I, for one, love high-level play, and I made sure to tell WotC_Bruce on his blogpost about it.

I haven't had much experience from the player point-of-view, though I'd love to; I think I could do the higher levels of any class proud, bringing the pain down on the greatest foes, the darkest demons and the craziest gods. As a DM, though, I have taken numerous characters, of players past and present, through the upper reaches of power. Granted, I've also stymied many a party from reaching those vaulted heights, and sometimes, we, as a group, have had to labour to get there (such as going through four? parties to eventually see the 3rd edition eight-part official campaign to its conclusion).

As a DM, the high levels are a way to break through some of the humdrum that can occur when facing simple mortal enemies. It allows planar travel to become a little more common (and survivable), providing whole new realms to explore. It provides for greater setbacks in the party, greater wrongs to right. And it provides the opportunity to stand toe-to-toe with evil incarnate, or to dance with the gods.

As hinted at the end of Cordell's post, players have often found issues with higher-level play, some a little more obvious than others. He uses the term "broken". I can't say that I've ever found it broken, but there were points where room for improvement could have been made.

In 3rd edition, for instance, epic characters, whether fighter or wizard, had multiple attacks, and the effectiveness and purpose of them could be questioned. And as might be expected, epic level combats were of epic length; one combat would be an entire evening's event. But what can be done about that? You don't want to just scale up the hitpoints and the damage dealt at the same pace, do you? Won't players see through dealing 50 damage to a 400 hitpoint target as just the same as dealing 5 damage each hit to a 40 hitpoint target? I believe so, and I believe the 3rd edition designers did, too; thus hitpoints rose faster than damage, and SR and saving throws required some effort to keep pace as well, much to Griff's chagrin.

We never did get a chance to try the 4e epic levels, which is a shame. I'd have liked to see how 21st level and above worked out. Having played with the character creator quite a bit, back in our 4e days, I did make quite a few characters (or rather, notable NPCs) all the way to 30th level, and surveyed their advances and "snapshots" at various points. Unfortunately, I never did compare then to like opponents at those levels, to get a sense of how an encounter might ave played out. Anyone have any info about epic 4e?

I think regardless of the poll taken on the blogpost, epic levels are an obvious must. There's no reason to exclude them -- players who detest them can just start a new party when they tire of their advancement to godhood -- and there's every reason to include them, because who hasn't wanted to take on Orcus or Demogorgon at least once? Perhaps this next incarnation can get them right for those opposed, without alienating those like myself who had had little to complain about.

Thursday, March 8, 2012

Ding! Dong!

4E is dead!

Maybe. Sorta. Kinda.

Probably a little more dead than 3rd edition is. At least 3rd has the OGL going for it. All 4th has is a badly watered down version. Nice thinking there WoTC/Hasbro. Maybe you can recoup some cash in the video game licensing that was pretty clearly the driving principle of 4E's design.

Still, 4E wasn't all the crappiness, so the announcement of the 5th edition was bitter sweet for me.

On the one hand, there was the rush of excitement over the next new thing. The promise of gaming perfection that lies before us.

Then I remember that we've had this feeling before.

Ultimately, I'm not sure that I'm ready for another edition of my beloved game. Our mountain of 3rd edition books are hardly crumbling to dust while the 4th edition books are collecting dust. Plus, I've acquired more than a few of the Pathfinder books and that's been just fine in my opinion. Why should I break open the piggy bank for yet another rpg?

True. The concept of a modular plug'n'play core is pretty cool. Having Monte Cook involved is also reason for optimism.

I'm just concerned that we'll buy in and get a bunch of shiny new books and modules all to end up playing 3.5 or Pathfinder again.

Not that 3.5/Pathfinder are blemish free. The higher level play is an exercise in huge numbers and fancy gear. Spell Resistance always pissed me off. Not the concept of SR (I like that!) but the math behind it. I always felt like no matter what I did to stack my odds of beating SR, the high CR monsters were always just a little too high.

Plus, encounter design was clunky and by tenth level all the old favorites from the monster manual were all but obsolete. Unless the DM spends hours leveling up those orcs, kobolds, and gnolls (but see the previous clunkiness comment).

So, I suppose 5E could allow a blending of 3rd's character rules with 4th's encounter rules. Sprinkle in some armor acting as DR and a defensive stat akin to the BAB, and we might have something going. Make race a little more relevant. Fix SR. Rein in the number creep that came with level progression and so on.

In other words, be perfect.

Or we might be back here in 2017, blogging about #dndnextagain

Tuesday, March 6, 2012

The Future of Fighters

Forgive me the next handful of posts, as I catch up to news almost a month old.

Over on the D&D Next blog, Evil_Reverend had a poll asking about players' opinion about the role of the fighter in D&D, whether they should be the preeminent melee fighter, or if mastery of ranged weapons also fell within their purview; if they should be openly versatile in their style and methods, or if they should be restricted to a defined purpose.

We've opined before about the 4e way of doing things, I think the 4e fighter would have only gotten one try from me, just to say that I had. To me, the fighter has been, over years, quite frankly, boring. Boring for the very reasons that Evil_Reverend lists: "generic warrior", "reliance on weapons and armor", "particular niche".

However, the 3rd edition fighter had me break out of my anti-fighter shell, a few times in fact. And that's because of the feat structure of 3rd edition. I could be the heavy-plated tank that waded into battle, fearless. I could be the nimble, tumbling, quickstriking dervish, quick like a rogue but trading thieves' tools for a little more skill in combat. I could be the specialist fighter, tripping and disarming without penalty, effortlessly, from a distance. I could be that sniper in the back of the pack, nowhere near as comfortable in nature as the ranger, but good and ready to take the fight up close if, against all odds, my foes could get close enough.

And I did. I played all of these fighters, and they were completely different characters to me. This is why I liked the tone that Evil_Reverend had in his post, that he liked the versatility of 3rd edition, of the feats. He also argues for the "identity" of the fighter, that, I admit, was a bit lost in 3rd edition if you didn't play stereotypically. I just hope the attempts to accommodate the identity doesn't prevent me from completely abandoning it if I choose.

You can guess how I voted in the poll.