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4/26 Playtest: The Fighter
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<blockquote data-quote="Justice and Rule" data-source="post: 9020776" data-attributes="member: 6778210"><p>[ATTACH=full]284964[/ATTACH]</p><p></p><p>Most or all Martials should have a resource to spend, and how you differentiate them would be what they can spend it on and how they might get it back in combat.</p><p></p><p>When I was creating my 5E Revised Fighter, I made a bunch of Martial Maneuvers that could always be used and had a bunch of nice, basic effects largely adapted from 4E At-Wills: Footwork Lure could drag an enemy with you 5 feet, Surging Strike could give you Temp HP equal to your Constitution until your next turn if you hit, Shield Bash allowed you to push someone 5 feet automatically, etc. They could be used in place of any attack you were making except for Opportunity Attacks.</p><p></p><p>After that, you had Exploits, which were meant to be special moves that spent from your "Martial Focus" pool (Again, stealing Grit from Matt Mercer). Focus could recharge on a critical or killing a foe, or straight up just spending an action, and would automatically recharge in 10 minutes outside of combat. They could spend it on techniques, with some techniques allowing you to spend multiple Focus points to boost them, so you could "Nova" on a big attack or simply upgrade them when facing tougher foes. You could also learn Exploits like spells, but you could only have a few active, so you could prepare different techniques for different situations while also having the ability to find new people who had interesting styles you could then learn and apply.</p><p></p><p>I chose 3 subclasses: the Champion (Your average fighter who focused on beating stuff up and being a proper defender), the Warlord (Who could fill their Exploits and Maneuvers with "Gambits" and "Tactics" that buffed others, often at the cost of their damage output), and the Eldritch Knight (Who could spellcast and channel magic through martial techniques and weapons).</p><p></p><p>When I was making it, I felt like it was a good chassis to apply to all the martials: give them some interesting techniques to make their basic attacks varied and interesting, while also giving them a bit of resource spending to give them cool stuff to do. Then, well... I ended up finding Pathfinder 2E when COVID hit because I was looking for ideas and just felt they did what I wanted in a better, more simpler way. But I still think what I was looking at was a smart way to balance martials while still giving them a ton of options.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9020776, member: 6778210"] [ATTACH type="full"]284964[/ATTACH] Most or all Martials should have a resource to spend, and how you differentiate them would be what they can spend it on and how they might get it back in combat. When I was creating my 5E Revised Fighter, I made a bunch of Martial Maneuvers that could always be used and had a bunch of nice, basic effects largely adapted from 4E At-Wills: Footwork Lure could drag an enemy with you 5 feet, Surging Strike could give you Temp HP equal to your Constitution until your next turn if you hit, Shield Bash allowed you to push someone 5 feet automatically, etc. They could be used in place of any attack you were making except for Opportunity Attacks. After that, you had Exploits, which were meant to be special moves that spent from your "Martial Focus" pool (Again, stealing Grit from Matt Mercer). Focus could recharge on a critical or killing a foe, or straight up just spending an action, and would automatically recharge in 10 minutes outside of combat. They could spend it on techniques, with some techniques allowing you to spend multiple Focus points to boost them, so you could "Nova" on a big attack or simply upgrade them when facing tougher foes. You could also learn Exploits like spells, but you could only have a few active, so you could prepare different techniques for different situations while also having the ability to find new people who had interesting styles you could then learn and apply. I chose 3 subclasses: the Champion (Your average fighter who focused on beating stuff up and being a proper defender), the Warlord (Who could fill their Exploits and Maneuvers with "Gambits" and "Tactics" that buffed others, often at the cost of their damage output), and the Eldritch Knight (Who could spellcast and channel magic through martial techniques and weapons). When I was making it, I felt like it was a good chassis to apply to all the martials: give them some interesting techniques to make their basic attacks varied and interesting, while also giving them a bit of resource spending to give them cool stuff to do. Then, well... I ended up finding Pathfinder 2E when COVID hit because I was looking for ideas and just felt they did what I wanted in a better, more simpler way. But I still think what I was looking at was a smart way to balance martials while still giving them a ton of options. [/QUOTE]
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