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Text of the page (random words):
ike meatshield so is it a justified cliché not in recent editions but earlier yes i think it was cartoon by will mclean probably mid 70s to early 80s for starters in early editions you didn t choose your stats you rolled them in order 3d6 for each if you wanted to play a fighter or fighting man in od d and rolled str 4 you just didn t play a fighter if you rolled str 15 and int 4 you proceeded second and very important in od d and basic you could fiddle with some of your rolled stats and reduce one to increase another but not on a 1 1 basis fighters could lose 2 points of int to gain 1 point of str and having a higher str affected almost everything for fighters including xp so they had a strong incentive to do it it s not just about the math though thieves could also lower their int to raise their dex and yet dumb thief has never been a trope or term in d d i think the reasons for that are obvious people choose to play fighters to be badass and hit things people choose to play thieves or rogues to be smartass and steal things it ain t rocket science d d tropes have a lot of inertia they remain strong in the collective imagination long after the reason they came to be is gone ad d didn t keep all these rules people could also assign rolled scores to their stats choosing which are high and which are low with this arrangement fighters only dumped int if they chose to and you know what they often did ad d also had minimum scores and the paladin originally a fighter subclass had the strictest prerequisites str 12 int 9 wis 13 cha 17 i theorise that intelligence was included because otherwise paladins would end up dumber than their horse in any case that left vanilla fighters not required to be smarter than their intelligent magic sword and you know what they often weren t partly for optimisation reasons you got more benefits from keeping your other stats high cha affected npc reactions and henchmen wis affected saving throws and all int gave a non caster was languages and partly for roleplaying reasons real life fighting may be about tactics but strategic players weren t necessarily attracted to fighters not with these rules which gave them one option and that option was to hit it again then came 3rd edition which was complicated there were 173 splatbooks and a million rules there were tons of feats and all the fighter got was feats there were hundreds of classes and prestige classes many of them combat oriented and multiclassing was easy point buy became a popular method of generating ability scores which meant that once again people could reduce their int to boost their str if they do pleased and optimisation became a science peer previewed in dedicated forums at that point if all you wanted to do was hit it again you played a fighter dumped intelligence to boost your physical stats and took power attack and similar feats if you wanted tactical combat you could do it but then fighter was a dip class you d take 2 or 4 levels tops for the extra feats and then you had much better options some of which were int based you could build a strategic fighter by choosing the right feats a charger or a tripper or someone who focuses on attacks of opportunity but there were few good combos and some didn t need int at all while others had combat expertise and required int 13 that was basically the smartest normal fighter so the dumb fighter trope remained mind you it wasn t dumb warrior in general people who wanted to fight smart had plenty of options but playing a single class fighter was not the best or the most common and even then a high int was not required the order of the stick 791 by rich burlew at least in some circles one very famous fighter is roy greenhilt from the order of the stick and he has a very good int number not stated but fans have calculated it s 14 to 17 this is noted to be unusual considered suboptimal for fighters and whatchagonnado with it anyway well i ll tell you i ll figure out which columns are load bearing entice you to hit them using myself as bait and bring the whole building down on your head you oaf the order of the stick 808 by rich burlew basically roy was rich burlew s vehicle to push back against the dumb fighter trope to remind us that they don t have to be stupid and or useless and that copying an optimisation handbook is not the only way to build a character and play the game 5th edition is another animal altogether if we only look at base classes fighters have no incentive at all to boost their intelligence but neither does anyone else except int based casters all int gets you now is a rarely rolled saving throw and some skills it doesn t affect how many skills or languages you get any more so not even skillmonkeys are beholden to it unless they focus on int based skills uncharitable but not entirely undeserved wording in 5e dumb fighter isn t much of a trope because everyone is dumb once we look at subclasses though the picture changes there are actually more martial archetypes that have something to do with intelligence than there are roguish archetypes for me this is an affront eldtritch knights are int based half casters arcane archers get int based trick shots psi warriors get a bunch of stuff for comparison the roguish archetype named mastermind gets zero mechanical benefits from a high int the inquisitive is good with the investigation skill and the arcane trickster is the int based half caster as for tactical combat fighters are in the lead here battle masters get manoeuvres and perversely if you ask me no one else does not even swashbucklers tasha s cauldron of everything has an optional rule where all fighters regardless of archetype also get a single manoeuvre as a treat various martial archetypes come with various combat options of course it s very easy and not uncommon to play a fighter who does nothing but hit it again fighters excel in that what with action surge and a million extra attacks however if that s all you do and or if you dumped intelligence then it s clear you chose to be a dumb fighter the system didn t push you you had other options and you didn t take them so by now the dumb fighter trope is a bit of a relic it s a lot more undeserved now than it was in the 1970s it hasn t died out though one reason is inertia people hear an old cliché and repeat it and perpetuate it but another reason which i think is important is that at the end of the day despite all the available options most people who play d d just want to be badass and hit things the most popular choice of species class has always been and still remains human fighter personally i prefer to be smartass and steal things but to each their own original post posted in rogues in d d and tagged 3 5 3rd edition 5e ad d d d fighter od d on december 7 2022 by rogue leave a comment genre paintings spanish navajas and italian love knives in a roman osteria by carl bloch oil on canvas 1866 a very popular genre painting full resolution here by the danish painter carl bloch genre paintings have subject matters drawn from everyday life rather than anything pompous and often from life in the margins in particular if you re looking for rogues in european painting this is where you ll find them an osteria is like a humble tavern primarily for wine and maybe to grab a bite and socialise one way or another the concept arguably goes back to ancient rome and there s something more or less like it wherever wine is made but italy s oldest osterie in brindisi and bologna are from the 1400s it s a fitting setting for a genre painting you can interpret it as you like but my take is pov you are sitting in an osteria in rome drinking wine and exchanging suggestive glances with a young lady at the next table when her friend takes wind of it and tells the young man accompanying them and he turns around to look at you and he s not happy uh oh he s got a knife in a roman osteria by carl bloch knife detail it doesn t look like an italian knife it looks like a spanish navaja designs could of course be similar and ideas and techniques were borrowed back and forth but there s a decorative element which doesn t show up in italy afaik only in spain and sometimes morocco those white discs on the handle are called ojos de perdiz partridge eyes they re bone inlays and the iris is usually brass it makes a nice contrast with the darker material of the handle which is horn or wood as it happens i have one that looks a lot like it spanish navaja c 1850 and here are a few more navajas with partridge eyes made around the time in a roman osteria was painted all these are with a carraca a ratchet our italian friend carries a simpler folding knife spanish navaja albacete 1860 spanish navaja albacete 1866 spanish navaja cádiz late 19th century back to italy a similar decorative element can be found in one very special case the lover s knife or love knife coltello d amore is an extremely fancy folding knife dating to the 18th century and given as a token of love or as an engagement gift among other decorations it features occhi di dado dice eyes which are similar to ojos de perdiz but with a much larger iris placed off center kind of like googly eyes 21st century version by the colterellia saladini a very high end cutlery the coltello d amore is their most expensive knife eur 1220 lol italian love knife coltello d amore late 19th century an atypical fixed blade love knife small 16 cm total and humbly made italy 19th century the eyes are supposed to ward off the jealous gaze of anyone looking at your lover and i think they look a lot like nazars italy does have its own apotropaic symbols however the south where these knives hail from has had significant contact with both arabic and greek culture where nazars are super common so it s not a terrible leap to assume there s a connection but that s just my speculation in the series suburra blood on rome the young sinti gangster spadino is carrying this exact knife the saladini one sadly in a different context it s a parental wedding coming of age gift they just picked it because it s so extra spadino s mama you re a man now act like it spadino fumes in gay original post posted in rogues in fiction rogues in real life and tagged 19th century 5e art coltello d amore folding knives italy knives late modern period navaja painting spadino spain suburra suburra blood on rome weapons on november 23 2022 by rogue leave a comment rule zero a timeline rule 0 is an unofficial term for a fundamental aspect of tabletop role playing games the dm s word is law some games have no referee at all but if there is such a thing as a dungeon master game master storyteller etc then what they say goes this can mean two things the first is what they say goes as opposed to what the players say someone has to be the final arbiter on how rules are interpreted and what happens in game and if the dm says rocks fall everyone dies well rocks do fall and everyone does die and whatever led to that should be addressed out of game the second is what they say goes as opposed to what the rulebooks say as far as i know no rpg designer has ever had the gall to claim that the rules are final and you shouldn t change anything sometimes it s left unsaid and probably considered obvious but most of the time rulebooks explicitly state that the dm game master storyteller etc can change the rules the attitude varies ranging from rules are a suggestion do what you want to you can make changes but take into account this and that i find it interesting that d d 3rd edition is the most stringent in this regard it doesn t say change the rules as you see fit it rather says well if you must change the rules do it right it makes sense i guess that edition was big on simulation and having rules for every little thing like you can calculate how many hit points the wall has depending on size and material that means the dm can tell how many punches it takes to break each specific wall since unarmed attacks deal damage to objects half dmg but still it also suggests that the dm shouldn t say you punched the wall okay your knuckles bleed it hurts like hell and the wall is fine which for some styles of play is in fact unfortunate because that s exactly what the dm should say there s no right or wrong here different strokes for different folks and every system caters to different needs i also find it interesting that the very similar pathfinder is conversely generous and singles out rule zero as the most important rule this also makes sense given that pathfinder is essentially a house rules project that got out of hand in any case here s a selection of different ways to say the rules are a suggestion original d d 1974 these rules remain flexible as with any other set of miniatures rules they are guidelines to follow in designing your own fantastic medieval campaign they provide the framework around which you will build a game of simplicity or tremendous complexity your time and imagination are about the only limiting factors dungeons dragons book i men magic basic d d aka eric holmes s revision 1977 instructions for the game referee the dungeon master are kept to the minimum necessary to allow him to conduct basic games this is absolutely necessary because the game is completely open ended is subject to modification expansion and interpretation according to the desires of the group participating and is in general not bounded by the conventional limitations of other types of games dungeons dragons basic set ad d 1979 the final word then is the game read how and why the system is as it is follow the parameters and then cut portions as needed to maintain excitement the game is the thing and certain rules can be distorted or disregarded altogether in favor of play dungeon masters guide basic d d b x aka tom modvay s revision 1981 in a sense the d d game has no rules only rule suggestions no rule is inviolate particularly if a new or altered rule will encourage creativity and imagination the important thing is to enjoy the adventure dungeons dragons basic rulebook basic d d becmi aka frank mentzer s revision 1983 you may use all or part of these rules they often include several ways of playing and running the game you may create new rules monsters and magic using these rules as guidelines dungeons dragons fantasy roleplaying game set 1 basic rules ad d 2nd edition 1989 take the time to have fun with the ad d rules add create expand and extrapolate don t just let the game sit there and don t become a rules lawyer worrying about each piddly little detail if you can t figure out the answer make it up and whatever you do don t fall into the trap of believing these rules are complete they are not you cannot sit back and let the rule book do everything for you take the time and effort to become not just a good dm but a brilliant one dungeon master guide d d 3rd edition aka 3 0 2000 changing the rules beyond simply adjudicating sometimes you are going to want to change things that s ...
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