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And Lo, the Fighter Did Get a Shtick of his Own... COMBAT SUPERIORITY!
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 5980122" data-attributes="member: 54843"><p>Very interesting. Some observations:</p><p></p><p>1. 1d4 at level 1 and 2d6 at level 5 would suggest you go up one die per level. Any guesses as to the progression? At level 6, do you get 2d8, or 1d6+1d8? At level 20 do you have like 5d6 to play with, or 4d12, or some weird combination? This is one area where added complexity might be a bit annoying. It's also strange in that the NON-rolling powers you have available become comparatively better and worse as the die changes. (Maybe giving up 1d4 for a free attack sounds worth it, but giving up 1d10 doesn't.) </p><p></p><p>2. He never gives us the term for these extra dice. I dub them "super dice," because they're part of combat "superiority."</p><p></p><p>3. I hope that the "super powers" you select every other level include some static bonus ones (giving you more super dice or something), so that the "simple" fighter isn't stuck getting a bunch of extra super dice options he doesn't want.</p><p></p><p>4. On second thought, "super dice" sounds stupid.</p><p></p><p>5. I don't know why people are worried about not getting dual-theme fighters now; it seems like this enables that perfectly. You get all your neat combat tricks from combat superiority options, and your dabbling in spellcasting or whatever from your theme.</p><p></p><p>6. The potential synergies make it even more interesting. Imagine a fighter with the "subtract damage against self" and "subtract damage against adjacent allies" powers, along with the Defender theme. Anybody attacking his adjacent allies would need to attack with disadvantage and still possibly get all their damage canceled out by the fighter. </p><p></p><p>7. I agree that the dice should be given at the end of your turn so you don't have to hold them in reserve if you want to use reactive powers.</p><p></p><p>8. I also wonder whether this replaces the fighter's daily surges. (I hope not, because some amount of daily resources is probably helpful for the class.) And on that matter, maybe instead of an extra power you should be able to choose to get an extra daily surge? (You'd get a character with less versatility round-to-round but with great "burst damage" potential.)</p><p></p><p>9. A lot of people are saying that this doesn't scream "fighter" to them. The obvious counterargument is that a bare-bones description of Vancian casting ("start the day with a number of abilities of set levels, each of which can be expended once") hardly calls to mind Gandalf fighting off a Balrog. It's the individual powers that will determine how well-suited this system is to the fighter. Since they're apparently dead-set on keeping the class very adaptable, it sounds fairly good to me. I think the comparison to 3e feats like Power Attack and Expertise is a sound one, because those feats were about swapping defense for offense or accuracy for damage on a round-by-round basis. Sort of like rapidly moving between "stances" as the combat evolves. (The difference, of course, is that here you're trading in extra damage instead of base accuracy.)</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 5980122, member: 54843"] Very interesting. Some observations: 1. 1d4 at level 1 and 2d6 at level 5 would suggest you go up one die per level. Any guesses as to the progression? At level 6, do you get 2d8, or 1d6+1d8? At level 20 do you have like 5d6 to play with, or 4d12, or some weird combination? This is one area where added complexity might be a bit annoying. It's also strange in that the NON-rolling powers you have available become comparatively better and worse as the die changes. (Maybe giving up 1d4 for a free attack sounds worth it, but giving up 1d10 doesn't.) 2. He never gives us the term for these extra dice. I dub them "super dice," because they're part of combat "superiority." 3. I hope that the "super powers" you select every other level include some static bonus ones (giving you more super dice or something), so that the "simple" fighter isn't stuck getting a bunch of extra super dice options he doesn't want. 4. On second thought, "super dice" sounds stupid. 5. I don't know why people are worried about not getting dual-theme fighters now; it seems like this enables that perfectly. You get all your neat combat tricks from combat superiority options, and your dabbling in spellcasting or whatever from your theme. 6. The potential synergies make it even more interesting. Imagine a fighter with the "subtract damage against self" and "subtract damage against adjacent allies" powers, along with the Defender theme. Anybody attacking his adjacent allies would need to attack with disadvantage and still possibly get all their damage canceled out by the fighter. 7. I agree that the dice should be given at the end of your turn so you don't have to hold them in reserve if you want to use reactive powers. 8. I also wonder whether this replaces the fighter's daily surges. (I hope not, because some amount of daily resources is probably helpful for the class.) And on that matter, maybe instead of an extra power you should be able to choose to get an extra daily surge? (You'd get a character with less versatility round-to-round but with great "burst damage" potential.) 9. A lot of people are saying that this doesn't scream "fighter" to them. The obvious counterargument is that a bare-bones description of Vancian casting ("start the day with a number of abilities of set levels, each of which can be expended once") hardly calls to mind Gandalf fighting off a Balrog. It's the individual powers that will determine how well-suited this system is to the fighter. Since they're apparently dead-set on keeping the class very adaptable, it sounds fairly good to me. I think the comparison to 3e feats like Power Attack and Expertise is a sound one, because those feats were about swapping defense for offense or accuracy for damage on a round-by-round basis. Sort of like rapidly moving between "stances" as the combat evolves. (The difference, of course, is that here you're trading in extra damage instead of base accuracy.) [/QUOTE]
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