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General Tabletop Discussion
*Pathfinder & Starfinder
combat styles for fighters
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<blockquote data-quote="Afrodyte" data-source="post: 2336104" data-attributes="member: 8713"><p>Rather than basing styles solely off of the tools a fighter uses, how about generalizing the tactics? In other words, instead of designing combat styles related to specific weapon, shield, and armor combinations, why not go for the general "philosophy" of fighting? Even limiting the choice of weapons to one thing opens a plethora of possibilities. Does the style focus on defense or offense? Is it passive or aggressive? How does the style achieve victory? To what extent do they rely on agility, brute strength, endurance, or outwitting opponents? What weaknesses does each style have? Which weaknesses in the other styles does each style address (if at all)? Think of the animals emulated in kung fu. Monkey and Tiger do not just use different maneuvers; each style's approach to combat is entirely different. If I tell you about a fighter whose tactics focused on agility and misdirection, would that be more like a tiger or a monkey? This approach colors not just specific techniques but also the tools likely to be used. A style emphasizing quick, precise strikes would eschew being bogged down with large weapons and heavy armor. A fighter focusing on a style that believes that the best way to win in combat is to kill his opponents before they have a chance to get near him would favor ranged weapons and staying away from the reach of his enemies.</p><p></p><p>The mechanics are going to be the hard part. Do you go the Oriental Adventures route and have style benefits based on the feats and skills chosen, or do you have styles as a class feature available from 1st level? If you want an added layer of flavor or complexity, provide titles to describe each level of competence according to level or a certain number of favored feats in the style. For instance: Initiate (level 1+ or 2 feats), Disciple (level 6+ or 5 feats), Veteran (level 11+ or 8 feats), and Master (level 16+ or 11 feats). At each level of competence, you gain a style-related benefit.</p><p></p><p>At the very least, I think this could make things a bit more evocative.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 2336104, member: 8713"] Rather than basing styles solely off of the tools a fighter uses, how about generalizing the tactics? In other words, instead of designing combat styles related to specific weapon, shield, and armor combinations, why not go for the general "philosophy" of fighting? Even limiting the choice of weapons to one thing opens a plethora of possibilities. Does the style focus on defense or offense? Is it passive or aggressive? How does the style achieve victory? To what extent do they rely on agility, brute strength, endurance, or outwitting opponents? What weaknesses does each style have? Which weaknesses in the other styles does each style address (if at all)? Think of the animals emulated in kung fu. Monkey and Tiger do not just use different maneuvers; each style's approach to combat is entirely different. If I tell you about a fighter whose tactics focused on agility and misdirection, would that be more like a tiger or a monkey? This approach colors not just specific techniques but also the tools likely to be used. A style emphasizing quick, precise strikes would eschew being bogged down with large weapons and heavy armor. A fighter focusing on a style that believes that the best way to win in combat is to kill his opponents before they have a chance to get near him would favor ranged weapons and staying away from the reach of his enemies. The mechanics are going to be the hard part. Do you go the Oriental Adventures route and have style benefits based on the feats and skills chosen, or do you have styles as a class feature available from 1st level? If you want an added layer of flavor or complexity, provide titles to describe each level of competence according to level or a certain number of favored feats in the style. For instance: Initiate (level 1+ or 2 feats), Disciple (level 6+ or 5 feats), Veteran (level 11+ or 8 feats), and Master (level 16+ or 11 feats). At each level of competence, you gain a style-related benefit. At the very least, I think this could make things a bit more evocative. [/QUOTE]
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