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Building a better Fighter
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<blockquote data-quote="SmokingSkull" data-source="post: 7147252" data-attributes="member: 6791384"><p>If I could change the Fighter I'd get rid of superiority die in general, to me adding that much more dice resolution just to do an attack is not welcome in my eyes. I'd rather have actual mechanics that change my Fighter based on subclass while making said subclasses flavorful and evocative. For instance I found an archetype online when I was searching and I liked it so much that I've petitioned my DM to let me change from Champion to the new subclass, it's called Juggernaut. All it is is a reskinned Samurai from UA except its level 7 ability: The Best Defense, the gist of it is is whenever you provoke an OA from something hostile you can use your reaction to either shove or make a weapon attack against that target, which may or may not let them resolve their OA depending on what you choose. While it does have the limit of only working on Large creatures (The shove portion) the attack does not have a limit. </p><p></p><p>The best part is once I hit level 18 in Fighter that feature no longer consumes my reaction, it's little things like that that make or break it for me. Not to mention I don't like rolling more dice than I need to, it's basically a hard coded feature that opens up interesting opportunities for me in play because I like a bit of depth to combat. Another thing I'd do is make Fighting styles more distinct and impacting, while Fighters are the de-facto weaponsmasters in 5E at the same time focus and specialization should matter both mechanically and story wise. While I don't like SD I like the idea of maneuvers and would institute such a system that only Fighters could do, and they would work based on circumstance, the cost would be something like exchange an attack or two to pull x off. That would mean that there are higher level maneuvers but that can be something Fighters could look forward to in play, the carrot on a stick if you will.</p><p></p><p>When it come to non combat stuff I'd say at certain levels you are given a small list of choices, like 2-3 depending, and it would be mixxed in at the base class and subclass level. They would be broadly applicable insomuch as they are generally useful in most but not all situations. This way you can make whatever your dream Fighter would be: a samurai that was disgraced and now lives as a vagabond ronin surviving out in the wild, a juggernaut who after leaving the army decided to become more of a people person to help soothe their guilty conscious from all the things they did, a mage school dropout who found out they were better at hitting things so they blended their magic and martial prowess all the while being studious and learned. Those are but examples and while backgrounds do a fair bit everyone gets one, it's not so unique in the grand scheme of things.</p><p></p><p>So TL;DR, remove SD and make mechanics to allow for maneuvers without spending and rolling from a dice pool, give Fighting styles more substance and narrative impact and offer non combat stuff in both base class and subclass.</p><p></p><p>Otherwise the Fighter is pretty solid imo.</p></blockquote><p></p>
[QUOTE="SmokingSkull, post: 7147252, member: 6791384"] If I could change the Fighter I'd get rid of superiority die in general, to me adding that much more dice resolution just to do an attack is not welcome in my eyes. I'd rather have actual mechanics that change my Fighter based on subclass while making said subclasses flavorful and evocative. For instance I found an archetype online when I was searching and I liked it so much that I've petitioned my DM to let me change from Champion to the new subclass, it's called Juggernaut. All it is is a reskinned Samurai from UA except its level 7 ability: The Best Defense, the gist of it is is whenever you provoke an OA from something hostile you can use your reaction to either shove or make a weapon attack against that target, which may or may not let them resolve their OA depending on what you choose. While it does have the limit of only working on Large creatures (The shove portion) the attack does not have a limit. The best part is once I hit level 18 in Fighter that feature no longer consumes my reaction, it's little things like that that make or break it for me. Not to mention I don't like rolling more dice than I need to, it's basically a hard coded feature that opens up interesting opportunities for me in play because I like a bit of depth to combat. Another thing I'd do is make Fighting styles more distinct and impacting, while Fighters are the de-facto weaponsmasters in 5E at the same time focus and specialization should matter both mechanically and story wise. While I don't like SD I like the idea of maneuvers and would institute such a system that only Fighters could do, and they would work based on circumstance, the cost would be something like exchange an attack or two to pull x off. That would mean that there are higher level maneuvers but that can be something Fighters could look forward to in play, the carrot on a stick if you will. When it come to non combat stuff I'd say at certain levels you are given a small list of choices, like 2-3 depending, and it would be mixxed in at the base class and subclass level. They would be broadly applicable insomuch as they are generally useful in most but not all situations. This way you can make whatever your dream Fighter would be: a samurai that was disgraced and now lives as a vagabond ronin surviving out in the wild, a juggernaut who after leaving the army decided to become more of a people person to help soothe their guilty conscious from all the things they did, a mage school dropout who found out they were better at hitting things so they blended their magic and martial prowess all the while being studious and learned. Those are but examples and while backgrounds do a fair bit everyone gets one, it's not so unique in the grand scheme of things. So TL;DR, remove SD and make mechanics to allow for maneuvers without spending and rolling from a dice pool, give Fighting styles more substance and narrative impact and offer non combat stuff in both base class and subclass. Otherwise the Fighter is pretty solid imo. [/QUOTE]
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