The fighter class in 1 page


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Garthanos

Arcadian Knight
The author separates the 4e power into
  • powers
  • basic skills (pick one to apply to a given move)
  • advanced maneuvers which modify them (these have a damage die cost)


martial-maneouvers.jpg
 


Garthanos

Arcadian Knight
I in particular think [MENTION=996]Tony Vargas[/MENTION] with his fondness for Hero Games would find this interesting ;)
 

Its interesting, though it also suffers the same issues as other 'build a power' ideas have. The other thing is, you're likely to create 'analysis paralysis' (you certainly invite it). There are certain options here which are also OBVIOUSLY superior. I am a little unsure of the relationship of the first page you show with the other two though, so I am not sure if maybe those options were superceded? If not then there are a couple of them you would simply apply to all attacks, everything else being equal.

Now, maybe with some careful design work it could be cleaned up, or perhaps I'm not understanding the whole thing...
 


It's not so much fewer pages as it is just incredibly dense...

Yeah, its highly condensed. I'd note that things like RoS, CaGI, and other 'signature' fighter moves simply cannot be built this way. I think that in play you will find this fighter design will be very close in feel and effect to the Slayer and the Knight. Not in any sense bad, but neither outstanding.
 

With any 'analysis paralysis' build-your-own system, I suggest what we did with Elements of Magic. You get a set of signature moves that you've practiced, which you can change if you spend {{insert time here}}. Those you can do as a normal action. If you want anything not on that list, add on an extra cost. For spells, we made it take two rounds to cast, so you'd almost never bother in combat.

For a fighting maneuver, I'd say using a non-signature move would require one round to look for the right opening, and then you could use the maneuver the next round. Basically, you can say on your turn, "I'm looking for an opening," and you have a few seconds at the start of your next turn to decide on what move to use. If you couldn't figure out what to do in the intervening time between turns, you either need to use a signature move, or wait another turn. (Which is almost certainly a bad idea.)
 

Garthanos

Arcadian Knight
Its interesting, though it also suffers the same issues as other 'build a power' ideas have. The other thing is, you're likely to create 'analysis paralysis'

The idea I have seen before becomes build a few which are your core repertoire and for those you get a minor advantage.


Yeh the second two pages were a subsequent generation of the idea.
 


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