How about giving the Fighter advantage when rolling initiative?
What do you think?
I think thee might have been playing Cyberpunk.
Still, it might be worth looking at.
How about giving the Fighter advantage when rolling initiative?
What do you think?
I am strictly against the Cyberpunkisation of D&D and are those opposed to the idea...I think thee might have been playing Cyberpunk.
Still, it might be worth looking at.
As I understand it, Lamentations of the Flame Princess takes this sort of approach, but focusing on active rather than passive combat ability: only fighters get a per-level bonus to hit, which means that as levels go up, and other classes improve their various magical and other abilities, only fighters get better at actually fighting.My current Bright Idea for the new fighter is simply to give them 2 big hit die (d10 or d12) at first level. Kinda like AD&D rangers. On top of that, reserve the overnight "healing to full HP" for fighters only. We might go so far as to give them the best all-around saves.
Let fighters be defined by their ability to wade into dangerous situations that have the other classes hanging back from and approaching cautiously/cleverly.
Assuming for a second the veracity of this rather extreme viewpoint, what would fix that?How does this fix the fighter's essential problem that he is at best a one trick pony (hitting things with a slab of metal)? So he can be useless even faster?
Assuming for a second the veracity of this rather extreme viewpoint, what would fix that?
I think the OP was trying to fix one class ability, not rewrite D&D.
What do you think?