+ Log in or register to post
Results 181 to 190 of 191
Thursday, 2nd August, 2012, 12:49 AM #181
Acolyte (Lvl 2)
All I'm saying is that a a lot of the possible uses and applications for this mechanic, that people are speculating about in this thread, get unruly very quickly. I'm all for adding flavor to the Fighter, but I don't want him to become the new 'Wizard".
- EN World
- has no influence
- on adverts that
- are displayed by
- Google Adsense
Thursday, 2nd August, 2012, 01:58 AM #182
Magsman (Lvl 14)
I like the basic idea. I am pleasantly surprised by it -especially at a time when I'm leaning toward negativity regarding D&D.
I hope they remember the goal of bounded accuracy (and 'less vertical') numbers when they get to the point of implementing this though.
Thursday, 2nd August, 2012, 05:53 AM #183
Enchanter (Lvl 12)
So, the fighter gets a certain amount of dice/number of sides depending on level, and can spend them to do stuff like boost damage, boost accuracy, do a special attack, and the like. Maybe I missed something, but it sounds like it's basically a point system that pretends that it isn't a point system.
If you meet the Buddha on the road, kill him... and take his stuff.
We don't see things as they are. We see things as we are.
Thursday, 2nd August, 2012, 06:36 AM #184
Thursday, 2nd August, 2012, 03:29 PM #185
Guide (Lvl 11)
a) Backgrounds, I think, stand a chance of really bringing the Fighter up to speed on Non-combat issues. Simply by leveling the playing field a bit. The Rogue would/should still get some extra juice there, since that's the Rogue's turf as combat is the Fighter's. Sorry, Fighter-lovers, I agree that you may have been given short shrift in previous editions, but if you want to dominate combat, you have to give in the other pillars.
b) Casters, whaddya gonna do? In this case, I think the disparity derives from the fact that "magic" isn't one of the three pillars. Given that genre sources range from magic being almost all-combat to no-combat...D&D has taken magic to be capable of almost anything. As others have stated before, I think the solution is to really clamp down on the (daily) flexibility of the casting classes. You should be able to build a Caster that is consistently strong in any pillar. You shouldn't be able to build a Caster that can dominate in any/all pillars after a rest.
IMO, play what you wish.
Thursday, 2nd August, 2012, 04:12 PM #186
Greater Elemental (Lvl 23)
And I would imagine that extra damage might also come in two forms as you please... extra dice or a flat bonus-- like +1d6 or +4. No fuss, no muss. Basic Fighter FTW!
Isn't that nice! You get what you want, other people get what they want! We're all happy!
Thursday, 2nd August, 2012, 06:01 PM #187
Waghalter (Lvl 7)
However for those who like a few more options, this system offers some special manuevors at the expense of that exta damage. And the best thing is that both fighters can play at the same table and still feel like they are contributing.
Win all around.
I'm looking for players. Check it out here!
Thursday, 2nd August, 2012, 06:59 PM #188
Superhero (Lvl 15)
I have a hard time understanding what could be controversial about optional character complexity for fighters.
BTW, I would like to see metamagic feats done away with, and have them incorporated into some sort of "arcane superiority". I think this is an elegant mechanic that could used in any number of ways.
My D&D Class:
Lawful Good Human Paladin
My Robin Law's Game Style:
100% Method Actor, 100% Storyteller, 83% Butt-Kicker, 75% Specialist, 75% Power Gamer, 67% Tactician, 0% Casual Gamer
Look what I made!
OSRIC Henchmen Generator
Thursday, 2nd August, 2012, 07:04 PM #189
Thursday, 2nd August, 2012, 08:48 PM #190
Enchanter (Lvl 12)