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(+) So, what have you done to make martials feel better?
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<blockquote data-quote="Jack Daniel" data-source="post: 8765879" data-attributes="member: 694"><p>Not strictly relevant to 5e perhaps, but here's how I run OD&D fighters these days:</p><p></p><p></p><table style='width: 100%'><tr><td><strong>Level</strong></td><td><strong>XP Required</strong></td><td><strong>Level Title</strong></td><td><strong>HP</strong></td><td><strong>THAC0</strong></td><td><strong>Save</strong></td><td><strong>Special Abilities</strong></td><td><strong>Chainmail Combat</strong></td></tr><tr><td>1st</td><td>0</td><td>Veteran</td><td>8</td><td>19</td><td>14</td><td>Set Spear Maneuver</td><td>1 Man +1</td></tr><tr><td>2nd</td><td>2,000</td><td>Warrior</td><td>12</td><td>19</td><td>14</td><td>Lance Charge Maneuver</td><td>2 Men +1</td></tr><tr><td>3rd</td><td>4,000</td><td>Swordsman</td><td>16</td><td>18</td><td>13</td><td>Improved Parry Maneuver</td><td>3 Men or Hero −1</td></tr><tr><td>4th</td><td>8,000</td><td>Hero</td><td>20</td><td>17</td><td>13</td><td>Heroic Fray</td><td>4 Men or Hero</td></tr><tr><td>5th</td><td>16,000</td><td>Swashbuckler</td><td>24</td><td>17</td><td>12</td><td>Improved Disarm Maneuver</td><td>5 Men or Hero +1</td></tr><tr><td>6th</td><td>32,000</td><td>Gladiator</td><td>28</td><td>16</td><td>11</td><td>Smash Maneuver</td><td>6 Men or Hero +1</td></tr><tr><td>7th</td><td>64,000</td><td>Champion</td><td>32</td><td>15</td><td>11</td><td>Multiple Attacks (3 / 2 rounds)</td><td>7 Men or Superhero −1</td></tr><tr><td>8th</td><td>125,000</td><td>Superhero</td><td>36</td><td>14</td><td>10</td><td>Sweep Attack</td><td>8 Men or Superhero</td></tr><tr><td>9th</td><td>250,000</td><td>Lord*</td><td>40</td><td>13</td><td>10</td><td>Detect Invisible within 30'</td><td>9 Men or Superhero +1</td></tr><tr><td>10th</td><td>500,000</td><td>Overlord</td><td>44</td><td>12</td><td>9</td><td>Frightful Presence</td><td>10 Men or Superhero +1</td></tr></table><p></p><p>* <em>Lordship permits the fighter to build a castle, raise an army, clear a fiefdom, and attract a taxable peasantry.</em></p><p></p><p>(And it's worth noting that every special ability or combat maneuver that I've spread out over ten levels is something that old-school fighters already have in some form or another; it's just that they're normally concentrated at levels 1 and 7–9.)</p><p></p><p>I don't use DCC "Mighty Deeds of Arms"; but I do use the OSR blogsphere's "<a href="https://oddskullblog.wordpress.com/2021/11/15/combat-maneuvers-the-easy-way/?fbclid=IwAR10u1NzI0E4A_3kcJP253Oyzvgh223o8y8e7G-qwjl9mSy9B7EIWrfX3xI" target="_blank">super simple combat maneuvers</a>" method (because it's extremely simple, naturally self-regulating, and it's usable by all classes, but since it's based on the normal attack and damage mechanics, fighters are always going to be <em>better</em> at it). Though I do call them <em>stunts</em> to distinguish them from the defined maneuvers that fighters get at various experience levels.</p><p></p><p>A healthy spread of defined maneuvers that are either fighter-exclusive or that fighters are just plain better at, plus the aforementioned system of freeform stunts that fighters are also just plain better at, goes a long way to keeping things more interesting in combat than just "I hit, roll damage." And as for out-of-combat, when the wizards are throwing around cool spells… that old melody always comes backs to warm the cockles of my cold, dead heart: <em>castle, army, fiefdom, peasants, that scream from Zep's "Immigrant Song"!</em></p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 8765879, member: 694"] Not strictly relevant to 5e perhaps, but here's how I run OD&D fighters these days: [TABLE] [TR] [TD][B]Level[/B][/TD] [TD][B]XP Required[/B][/TD] [TD][B]Level Title[/B][/TD] [TD][B]HP[/B][/TD] [TD][B]THAC0[/B][/TD] [TD][B]Save[/B][/TD] [TD][B]Special Abilities[/B][/TD] [TD][B]Chainmail Combat[/B][/TD] [/TR] [TR] [TD]1st[/TD] [TD]0[/TD] [TD]Veteran[/TD] [TD]8[/TD] [TD]19[/TD] [TD]14[/TD] [TD]Set Spear Maneuver[/TD] [TD]1 Man +1[/TD] [/TR] [TR] [TD]2nd[/TD] [TD]2,000[/TD] [TD]Warrior[/TD] [TD]12[/TD] [TD]19[/TD] [TD]14[/TD] [TD]Lance Charge Maneuver[/TD] [TD]2 Men +1[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]4,000[/TD] [TD]Swordsman[/TD] [TD]16[/TD] [TD]18[/TD] [TD]13[/TD] [TD]Improved Parry Maneuver[/TD] [TD]3 Men or Hero −1[/TD] [/TR] [TR] [TD]4th[/TD] [TD]8,000[/TD] [TD]Hero[/TD] [TD]20[/TD] [TD]17[/TD] [TD]13[/TD] [TD]Heroic Fray[/TD] [TD]4 Men or Hero[/TD] [/TR] [TR] [TD]5th[/TD] [TD]16,000[/TD] [TD]Swashbuckler[/TD] [TD]24[/TD] [TD]17[/TD] [TD]12[/TD] [TD]Improved Disarm Maneuver[/TD] [TD]5 Men or Hero +1[/TD] [/TR] [TR] [TD]6th[/TD] [TD]32,000[/TD] [TD]Gladiator[/TD] [TD]28[/TD] [TD]16[/TD] [TD]11[/TD] [TD]Smash Maneuver[/TD] [TD]6 Men or Hero +1[/TD] [/TR] [TR] [TD]7th[/TD] [TD]64,000[/TD] [TD]Champion[/TD] [TD]32[/TD] [TD]15[/TD] [TD]11[/TD] [TD]Multiple Attacks (3 / 2 rounds)[/TD] [TD]7 Men or Superhero −1[/TD] [/TR] [TR] [TD]8th[/TD] [TD]125,000[/TD] [TD]Superhero[/TD] [TD]36[/TD] [TD]14[/TD] [TD]10[/TD] [TD]Sweep Attack[/TD] [TD]8 Men or Superhero[/TD] [/TR] [TR] [TD]9th[/TD] [TD]250,000[/TD] [TD]Lord*[/TD] [TD]40[/TD] [TD]13[/TD] [TD]10[/TD] [TD]Detect Invisible within 30'[/TD] [TD]9 Men or Superhero +1[/TD] [/TR] [TR] [TD]10th[/TD] [TD]500,000[/TD] [TD]Overlord[/TD] [TD]44[/TD] [TD]12[/TD] [TD]9[/TD] [TD]Frightful Presence[/TD] [TD]10 Men or Superhero +1[/TD] [/TR] [/TABLE] * [I]Lordship permits the fighter to build a castle, raise an army, clear a fiefdom, and attract a taxable peasantry.[/I] (And it's worth noting that every special ability or combat maneuver that I've spread out over ten levels is something that old-school fighters already have in some form or another; it's just that they're normally concentrated at levels 1 and 7–9.) I don't use DCC "Mighty Deeds of Arms"; but I do use the OSR blogsphere's "[URL='https://oddskullblog.wordpress.com/2021/11/15/combat-maneuvers-the-easy-way/?fbclid=IwAR10u1NzI0E4A_3kcJP253Oyzvgh223o8y8e7G-qwjl9mSy9B7EIWrfX3xI']super simple combat maneuvers[/URL]" method (because it's extremely simple, naturally self-regulating, and it's usable by all classes, but since it's based on the normal attack and damage mechanics, fighters are always going to be [I]better[/I] at it). Though I do call them [I]stunts[/I] to distinguish them from the defined maneuvers that fighters get at various experience levels. A healthy spread of defined maneuvers that are either fighter-exclusive or that fighters are just plain better at, plus the aforementioned system of freeform stunts that fighters are also just plain better at, goes a long way to keeping things more interesting in combat than just "I hit, roll damage." And as for out-of-combat, when the wizards are throwing around cool spells… that old melody always comes backs to warm the cockles of my cold, dead heart: [I]castle, army, fiefdom, peasants, that scream from Zep's "Immigrant Song"![/I] [/QUOTE]
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