[Combat] Fighting Styles

Chris_Nightwing

First Post
Today I thought I'd post about fighting styles - which ones I'd like to see supported by themes, and what those fighting styles should do in play. I'd be interested to hear other ideas, but I'm keeping the focus on non-magical, Fighter-y stuff here. Some inspiration has been gathered from previous editions, and Baldur's Gate II, which did a fine job of offering interesting choices for martial characters.

Two-Weapon Fighting
  • First of all, a decision has to be made about how two-weapon fighting interacts with weapon damage. Either it grants an extra attack, or the secondary weapon has some other effect.
  • My preference is an additional attack, which means that for balance purposes, two-handed weapons really ought to deal twice as much damage as one-handed weapons.
  • The obvious alternative would be granting advantage on a two-weapon attack, but this would become a no-brainer for any damage-centred Rogue. I am struggling to think of a way to include some cost here.
  • Another option is to go back to penalties for TWF, mitigated by a theme. Again, to avoid numbers, the offhand attack could normally have disadvantage, mitigated by the first feat in this theme.
  • Finally, there are always numbers. Bonus damage from the offhand weapon, perhaps bonus defence, the sort of stuff we saw in 3E/4E. Fiddly, in my opinion.
  • If you want to mix together fighting styles with manoeuvres, this would be a good candidate for improved disarming.

Two-Handed
  • Obviously, the damage output of a two-handed weapon depends on your attitude to two-weapon fighting. I do like the simplicity of one-handed weapons dealing 1d#, with two-handed equivalents dealing 2d#.
  • This is a damage-centred style, but to avoid numbers again we could increase damage dice, or have minima on die rolls, based on Strength for instance - 2d6, but you can't roll lower than your Str mod on either dice.
  • Again, mixing this with manoeuvres, this is a good candidate for AC-sundering or knockdown.


Sword and Board
  • Aside from the obvious bonus to AC granted by this style, the Guardian theme was a good starting point, protecting an ally simply and effectively each round.
  • Perhaps there should be an option to protect yourself too, particularly against ranged attacks.
  • There is also the possibility of providing a save bonus against bursts and breath weapons, but that might involve numbers.
  • Any manoeuvres involving pushing are most suitable for this style.

Free Hand
  • This is for flexible combatants, fencers, duelists, that sort of style: a one-handed weapon and nothing more.
  • To go with the fencing theme, maybe this should be the defend-yourself theme - though you lack the AC bonus of a shield, maybe you can parry or even counterattack in the way a guardian blocks.
  • Manoeuvres such as feinting (for advantage next attack) and perhaps tripping seem to fit with the general flamboyance of this style

Archery
  • The most straight forward style really, though I wonder how to improve it. Obviously there is removing the disadvantage penalty for firing whilst you are in melee.
  • There is no mention of a penalty for firing *into* a melee yet, but that would be another good thing to remove with this theme.
  • Later in the theme, penalties for opponents using cover could be mitigated, but I'm struggling to think of exciting benefits that don't involve more attacks (which might be acceptable if bows do 1 damage dice).
  • There aren't many ranged manoeuvres either, though I could conceive of situations in which you might pin an opponent, or distract them with a well-placed arrow that provides an ally of yours with advantage against them in melee.

Unarmed
  • Quite the specialist style, I'm not sure it should be offered out of the gate so as not to tread on the monk - though they may well be available right away.
  • I imagine this will mostly focus on increasing the damage dice of your unarmed attacks and removing any penalties that might exist.
  • Grapple is the obviously suitable manoeuvre, though disarm could apply in some contexts.

So, the questions I'm interested in discussing are whether there are further styles you would like to see, whether there are more interesting benefits these styles could provide, and I'm also curious as to whether people want small bonuses, +2 here, +1 there, or if sweeping effects like advantage, die roll minima or 'ignore this penalty' are preferable.
 

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Minigiant

Legend
Supporter
TWF: I hope they finally treat a shield as a weapon
S&B: See above
Archery: I hope they make both a mutlishot style and a OHKO style archery maneuvers.
 

jadrax

Adventurer
So, the questions I'm interested in discussing are whether there are further styles you would like to see, whether there are more interesting benefits these styles could provide, and I'm also curious as to whether people want small bonuses, +2 here, +1 there, or if sweeping effects like advantage, die roll minima or 'ignore this penalty' are preferable.

I do not want small Bonuses, I find them dull.

I think ideal a fighting style should have no more than Three Feats, each of which is pretty game changing.

So a Spiked Chain fighting style might have a Feat to stop Movement with a Reaction, a Feat to automatically Trip or Disarm a Bloodied Opponent you have Damaged and a Feat to strike everyone with a small radius of you at once.
 

B.T.

First Post
I'd do this nice and simple-like.

Two-handed weapons: +1 on attack rolls.
Sword-and-board: +2-3 to AC, depending on your shield type.
Two-weapon fighting: +1 on attack rolls, +1 to AC.
 


ren1999

First Post
One thing to consider when talking about 2 handed weapons versus 1 handed smaller weapons and shields, the Romans really kicked Barbarian butt with those little poking short swords through that turtle shell shield formation.

Just something to consider. If 2 handed weapons are going to do more damage, what are we going to reward those with smaller weapons? How about 2 handed weapons are slower and smaller weapons are faster? How can we make that work?

Now getting back to combat fighting styles, what if we were to take some fighting patterns from history and make feats out of those! More actions per turn at higher levels could allow us to combine those feats in interesting ways. For example. Parry with the blade as a reaction, sweep the enemy's blade down behind his leg and trip him with it.
 

Splurch

Explorer
Ren I like weapon speed a lot, also I used to play Earthdawn and it was great to be able to parry and riposte. The way you raised your attacks and parries separately allowed me to make a fighter who was better at defensive fighting then attacking which really allowed me to simulate a fighting style and make my fighter stand out. I think D&D needs to find a way to allow skilled fighting styles as well as brute styles.
 

I'm A Banana

Potassium-Rich
ren1999 said:
If 2 handed weapons are going to do more damage, what are we going to reward those with smaller weapons?

Two-handed weapons deal 2x damage.

Two-weapon fighting attacks twice, once with each weapon.

Fast weapons attack twice, with the same weapon.

Shields offer protection.

Etc.
 

I have a sword. I flail it at your face repeatedly in 6 seconds. I have enough brain processing power to make one or two of those flailing movements be a threat to you.

I have two swords. I might be able to flail them at you each as many times in 6 seconds as I could with one sword, but I've only got so much brain processing power, so I can't really make twice as many effective attacks.

So yeah, in my mind, two weapon fighting should NOT grant extra attacks.
 


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