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I made a Revised Fighter to fix the martial/caster gap - Feedback?
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<blockquote data-quote="Vaalingrade" data-source="post: 9179368" data-attributes="member: 82524"><p>So a few surface notes:</p><p></p><p>I do not like the long rest recharge on Battle Dice. You only get five to start, only go up to ten, and yet the design encourages you yo use them on each attack. If short rests are still the core 1 hour, and we assume 3 round per combat, you're down to one a combat if that basically at one maneuver.</p><p></p><p>I'd much rather trade some other abilities to regen at least 3 per short rest.</p><p></p><p>Also, for a melee focused class, HP, HD and not dying are too important to spend HD on a single extra option in combat. It isn't worth ever spending HD to recharge battle dice.</p><p></p><p>For the maneuvers, Parry and Precision Attack are build-specific and should be moved to the list of choices. This also helps customizability by letting you choose three. </p><p></p><p>Improved critical and improved Battlemaster can be moved to subclasses to provide a boost to battle dice regeneration.</p><p></p><p>Relentless is nice, but suffers that ISO standard 5e mistake of coming man, many levels too late. It'd be a good replacement for Improved Critical and Improved Battlemaster at level 5.</p><p></p><p>Paragon of Battle feels like it can follow onto wherever improved critical goes in a subclass. Maybe a bump the Relentless die to d10 in its place.</p><p></p><p>Finishing blow is intriguing, but with its high unfairness typed damage, it doesn't need SoD tacked on. Maybe have it trigger on a crit and cost two dice instead of going offline for a day. Long rest abilities should stop in general, IMO.</p></blockquote><p></p>
[QUOTE="Vaalingrade, post: 9179368, member: 82524"] So a few surface notes: I do not like the long rest recharge on Battle Dice. You only get five to start, only go up to ten, and yet the design encourages you yo use them on each attack. If short rests are still the core 1 hour, and we assume 3 round per combat, you're down to one a combat if that basically at one maneuver. I'd much rather trade some other abilities to regen at least 3 per short rest. Also, for a melee focused class, HP, HD and not dying are too important to spend HD on a single extra option in combat. It isn't worth ever spending HD to recharge battle dice. For the maneuvers, Parry and Precision Attack are build-specific and should be moved to the list of choices. This also helps customizability by letting you choose three. Improved critical and improved Battlemaster can be moved to subclasses to provide a boost to battle dice regeneration. Relentless is nice, but suffers that ISO standard 5e mistake of coming man, many levels too late. It'd be a good replacement for Improved Critical and Improved Battlemaster at level 5. Paragon of Battle feels like it can follow onto wherever improved critical goes in a subclass. Maybe a bump the Relentless die to d10 in its place. Finishing blow is intriguing, but with its high unfairness typed damage, it doesn't need SoD tacked on. Maybe have it trigger on a crit and cost two dice instead of going offline for a day. Long rest abilities should stop in general, IMO. [/QUOTE]
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I made a Revised Fighter to fix the martial/caster gap - Feedback?
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