Falling Icicle
Adventurer
I'm still disappointed by the fighter's complete lack of social and exploration abilities.
Agreed.
Fighting Styles were a great idea because they felt a little bit like subclasses. Every class got its own secondary choice: Wizard had arcane traditions, Clerics had religions, Rogues had schemes, Monks had monastic traditions... Druids were going to have circles, Paladins were going to have oaths. This would be great so why removing fighting styles???
I like this idea a lot!How about a mix of new and old? Call the dice "Combat Rhythm" or something, and let the fighter risk some (or none, or all) of them on maneuvers each round. (I see it as a mix of fatigue and inspiration/momentum.) If the maneuver is successful the die or dice are retained for the next round, otherwise they are lost. A simple regeneration mechanic is to increase the number of dice by 1 on a successful non-maneuver attack, so the fighter can keep fighting but can't try anything too fancy while building a new rhythm. A fighter can risk any number of combat rhythm dice each round, which will suit different playstyles. Some would spend freely with whatever is available, some would wait for the right moment for elaborate maneuvers, and some would spend small amounts consistently. A fighter can change how to use the resource depending on the situation, of course. For example, against easy enemies the fighter will probably be able to spend a bit more freely, while against more difficult (or at least defensive) foes it may pay to be more judicious.
In any case, it is barely more difficult to track than the current playtest, but could help retain the more dynamic feel of the last one.
Just because there isn't a list of fighting styles with the abilities for each level, doesn't mean the styles aren't there.
Marksman
1: Ricochet, Nimble Dodge
4: Nick
5: Volley
7: Hold Fast
Warlord
1: Strike Command, Warning Shout
4: Attack Orders
5: Whirlwind Attack
7: Bolster Allies
Protector
1: Slam, Block Missiles
4: Shield Swipe
5: Whirlwind Attack
7: Great Fortitude
I'm still disappointed by the fighter's complete lack of social and exploration abilities.
Is it really necessary to make a difference between Whirlwind Attack and Volley? It's the same thing.