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4/26 Playtest: The Fighter
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<blockquote data-quote="Chaosmancer" data-source="post: 9020779" data-attributes="member: 6801228"><p>I thought I remembered that, but I could be wrong. </p><p></p><p>However, sure none of those mages are PCs.... but are there NPC fighters that are of this level? Again, without being made into gods. I can't think of any. The highest, pure class, fighters tend to stop around level 12. Even in as DMPC's or villains, you make paladins or Fighter's who have learned magic like Eldritch Knights. </p><p></p><p>Now, I will say I disagree with you on the level. I think AOE's coming around 11th level is more fair. Because that is the shifting point, that's where we start the journey into mythical lands. And frankly... cleave is a good start to that. My advice for cleave is to let it be an attack against a creature in range. Ranger's got the Whirlwind attack in 5e, but there is no reason fighter's couldn't get it instead.</p><p></p><p></p><p></p><p>Honestly. I kind of want to have a maneuver system where fighters get combat and non-combat manuevers, working on different resources. Because I like this mechanical difference. Rangers and Paladins get spells. Rogues get Expertise and Reliable Talent for raw number advantage. Barbarians get Primal Knowledge and Indomitable might for specific minimum results on certain skills. And fighter's can have a wide range of skills where they roll a die to increase their results randomly. It doesn't make them the best at skills, but it gives them a capability to specialize. Maybe then a warlord class could allow them to do a little bard and add a roll to an allies skill if they hit certain thresholds. </p><p></p><p>But I agree that combat maneuvers should eventually just... be a thing they can do.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9020779, member: 6801228"] I thought I remembered that, but I could be wrong. However, sure none of those mages are PCs.... but are there NPC fighters that are of this level? Again, without being made into gods. I can't think of any. The highest, pure class, fighters tend to stop around level 12. Even in as DMPC's or villains, you make paladins or Fighter's who have learned magic like Eldritch Knights. Now, I will say I disagree with you on the level. I think AOE's coming around 11th level is more fair. Because that is the shifting point, that's where we start the journey into mythical lands. And frankly... cleave is a good start to that. My advice for cleave is to let it be an attack against a creature in range. Ranger's got the Whirlwind attack in 5e, but there is no reason fighter's couldn't get it instead. Honestly. I kind of want to have a maneuver system where fighters get combat and non-combat manuevers, working on different resources. Because I like this mechanical difference. Rangers and Paladins get spells. Rogues get Expertise and Reliable Talent for raw number advantage. Barbarians get Primal Knowledge and Indomitable might for specific minimum results on certain skills. And fighter's can have a wide range of skills where they roll a die to increase their results randomly. It doesn't make them the best at skills, but it gives them a capability to specialize. Maybe then a warlord class could allow them to do a little bard and add a roll to an allies skill if they hit certain thresholds. But I agree that combat maneuvers should eventually just... be a thing they can do. [/QUOTE]
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