D&D 5E Martials v Casters...I still don't *get* it.

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Sithlord

Adventurer
Again.
This would not be a fighter class or subclass. It would be an new class called the Warblade or Weaponmaster or something..

Though I ask how it deviates from D&D?
Fire damage, shield bashes 50 feet away. Getting hp like wolverine. Hey can he fly too. He apparently breathes fire. How about lightning from his eyes. No thanks. Not for me. But like I said make a class for everyone. It just doesn’t fit into my kinda games that I want to run.
 

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Asisreo

Patron Badass
I want to be able on downtime, while the wizard is transcribing a new spell to their book, to talk to the old knight who lives 2 days ride away. The old knight fought a dragon and won. I want his secrets.

When I get back in 2 weeks, I, have "Dragonkiller Assault". I can attack TEN TIMES but only to vs dragons.
There's something just a bit iffy with this, and I think its that you're class feature is imposing its own flavor into the DM's world.

Maybe a DM isn't running a game where knights are common or even existant. Maybe there is plainly no dragons that exist. Maybe old knights would never reveal their secrets to anybody who doesn't sell their soul and free-will to their secret evil dragon goddess Tiamat.

Almost all class features basically leaves all background/adventure design alone but this feature seems to enforce specific themes and flavors into the world.
 

I will say that is exactly what I don’t ever want to seein a fighter class or in one of my games. But they can build a class or subclass for everyone and they can take or leave it. It just doesn’t fit they type of game or setting I like to run or play in. To each his own. I can imagine if such a radical class that deviates so much from d&d existed that it would change the nature of the game too much. I want grounded fighters like Rambo at most or Conan, not Superman and green lantern. I can play mutants and masterminds for that.
I would be cool with High level Fighters having machine guns...
 

Minigiant

Legend
Supporter
There's something just a bit iffy with this, and I think its that you're class feature is imposing its own flavor into the DM's world.

Maybe a DM isn't running a game where knights are common or even existant. Maybe there is plainly no dragons that exist. Maybe old knights would never reveal their secrets to anybody who doesn't sell their soul and free-will to their secret evil dragon goddess Tiamat.

Almost all class features basically leaves all background/adventure design alone but this feature seems to enforce specific themes and flavors into the world.

Well it can be a special technique from a book. Same like a wizard's pilfered spellbook.
 

ph0rk

Friendship is Magic, and Magic is Heresy.
I think some of the abilities look very strong, but the idea of tracking down a master for a new technique is good, whether or not it is a hard requirement or more like fluff.

I’d say, independent of that particular list, a set of styles and maneuvers (with some advanced maneuvers and/or styles) that a “fightmaster” could swap out from day to day would be a good start.
 



Sithlord

Adventurer
I think some of the abilities look very strong, but the idea of tracking down a master for a new technique is good, whether or not it is a hard requirement or more like fluff.

I’d say, independent of that particular list, a set of styles and maneuvers (with some advanced maneuvers and/or styles) that a “fightmaster” could swap out from day to day would be a good start.
I can’t grasp a martial that forget a skill one day and knows a different skill the next day. And it changing again tomorrow. I just don’t get it. I can understand a kind of assessment skill or knowledge check giving a bonus or something. But that’s about it.
 

Sithlord

Adventurer
In better stay out off this. I realize i a being pessimistic and if I am on the thread. I should be helping you guys build the game you want not seeing why it doesn’t work for me. So I apologize for that.
 

ph0rk

Friendship is Magic, and Magic is Heresy.
The problem is the system doesn’t really have a longer period codified, so it’s either that or at a new level.

Gaining brand new spells overnight while deep in a dungeon is sort of the same thing.

Switching techniques is a matter of physical and mental preparation, and the fancy stuff is probably more than just muscle memory.

The other possibility (which is very un-dnd) is techniques that grow with use, but that can trap you in a particular build.
 

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