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<blockquote data-quote="Dausuul" data-source="post: 5581065" data-attributes="member: 58197"><p>So, on the subject of giving the other classes "better than normal" versions of things normal people can do:</p><p></p><p>For fighters, this sounds like a great resolution to a problem I'd been mulling over, which is that most of my ideas for weapon maneuvers sounded pretty dull--basically, "You do damage just like you always do, but now you do more of it." So, I'm thinking of replacing the fighter maneuvers with a parallel to thief talents, something like this:</p><ul> <li data-xf-list-type="ul"><strong>Open Doors:</strong> You are an expert at breaking down doors, lifting portcullises, and bending bars. In 2d6 minutes, you can reliably break down a wooden door, snap wooden bars, or lift a small (5-foot) portcullis. This is not a quiet process. Advanced: Stone door, iron bars, 10-foot portcullis, magical barrier (requires an attack roll versus AC 20 + spell level; no re-try). Expert: Iron door, 20-foot portcullis.</li> <li data-xf-list-type="ul"><strong>Improvised Siegecraft:</strong> You and your allies can improvise fortifications in the field. Under your direction, when building fortifications, each laborer (including you) counts as two trained workers, and the crudest tools and raw materials (trees, rubble, and the like) are considered quality supplies. Improvised construction collapses or falls apart after a few weeks and is not suitable for long-term use. [Details on fortifications will be in the equipment chapter, or possibly a section on siege warfare.] Advanced: You can build siege equipment and machinery, and each laborer counts as three. Expert: Each laborer counts as four. Furthermore, when building non-improvised fortifications and siege equipment, each laborer counts as two.</li> <li data-xf-list-type="ul"><strong>Skirmishing:</strong> You have learned to fight effectively in light armor. You get +2 to your AC when wearing leather or no armor, +1 when wearing chain, and +1 when your off hand is empty or holding a weapon. Advanced: +2 when your off hand is holding a weapon, or +3 when wearing leather or no armor. Expert: +2 when your off hand is holding a weapon, and +3 when wearing leather or no armor.</li> <li data-xf-list-type="ul"><strong>Swift March:</strong> You are skilled at picking the best route across country, keeping mounts in peak condition, and stretching supplies to the limit. Under your direction, a group traveling overland moves 50% faster than it otherwise would, and its supplies last 50% longer. Advanced: Double speed, and supplies last twice as long. Expert: Triple speed, and supplies last three times as long.</li> <li data-xf-list-type="ul"><strong>Runner:</strong> You are a natural sprinter, very dangerous over short distances. Your base speed increases by 5 feet. Advanced: 10 feet. Expert: 20 feet.</li> <li data-xf-list-type="ul"><strong>Swift Healing:</strong> You heal at twice the normal speed, and effects that restore your life points grant twice as many. Advanced: Three times. Expert: Four times.</li> <li data-xf-list-type="ul"><strong>Improved Grab:</strong> [Specifics will depend on how the grab rules end up working, but the basic idea is that you can grab onto enemies and be very hard to dislodge. I base this talent on having more than once observed a PC fighter try to jump onto a flying dragon, hold on with one hand, and stab it with the other. I feel that this move is awesome enough to justify explicit rules support. Of course, it can lead to problems when the dragon dies and its wings stop moving, but such are the risks of being an adventurer.]</li> </ul><p>As for normal people having some spellcasting ability... how about a couple of talents for both fighters and thieves that look like this?</p><ul> <li data-xf-list-type="ul"><strong>Arcane Training:</strong> You have learned the basics of arcane spellcasting. You have a spellbook containing 2 cantrips, and you are able to cast them as a 1st-level magic-user. <em>Advanced:</em> Your spellbook can now contain 3 cantrips and 1 1st-level spell. You have one 1st-level spell slot. <em>Expert:</em> Your spellbook can now contain 4 cantrips, 2 1st-level spells, and 1 2nd-level spell*. You have two 1st-level spell slots and one 2nd-level spell slot.</li> <li data-xf-list-type="ul"><strong>Divine Training:</strong> You have learned the basics of divine spellcasting. (Same basic idea.)</li> </ul><p>This would let fighters and thieves dabble in magic a bit, without threatening the M-U's dominance in the arcane or the cleric's dominance in the divine.</p><p></p><p>[size=-2]*Since Expert is not available until level 12+, you don't get access to 2nd-level spells until the party wizard is casting 5th-level ones.[/size]</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5581065, member: 58197"] So, on the subject of giving the other classes "better than normal" versions of things normal people can do: For fighters, this sounds like a great resolution to a problem I'd been mulling over, which is that most of my ideas for weapon maneuvers sounded pretty dull--basically, "You do damage just like you always do, but now you do more of it." So, I'm thinking of replacing the fighter maneuvers with a parallel to thief talents, something like this: [list][*][b]Open Doors:[/b] You are an expert at breaking down doors, lifting portcullises, and bending bars. In 2d6 minutes, you can reliably break down a wooden door, snap wooden bars, or lift a small (5-foot) portcullis. This is not a quiet process. Advanced: Stone door, iron bars, 10-foot portcullis, magical barrier (requires an attack roll versus AC 20 + spell level; no re-try). Expert: Iron door, 20-foot portcullis. [*][b]Improvised Siegecraft:[/b] You and your allies can improvise fortifications in the field. Under your direction, when building fortifications, each laborer (including you) counts as two trained workers, and the crudest tools and raw materials (trees, rubble, and the like) are considered quality supplies. Improvised construction collapses or falls apart after a few weeks and is not suitable for long-term use. [Details on fortifications will be in the equipment chapter, or possibly a section on siege warfare.] Advanced: You can build siege equipment and machinery, and each laborer counts as three. Expert: Each laborer counts as four. Furthermore, when building non-improvised fortifications and siege equipment, each laborer counts as two. [*][b]Skirmishing:[/b] You have learned to fight effectively in light armor. You get +2 to your AC when wearing leather or no armor, +1 when wearing chain, and +1 when your off hand is empty or holding a weapon. Advanced: +2 when your off hand is holding a weapon, or +3 when wearing leather or no armor. Expert: +2 when your off hand is holding a weapon, and +3 when wearing leather or no armor. [*][b]Swift March:[/b] You are skilled at picking the best route across country, keeping mounts in peak condition, and stretching supplies to the limit. Under your direction, a group traveling overland moves 50% faster than it otherwise would, and its supplies last 50% longer. Advanced: Double speed, and supplies last twice as long. Expert: Triple speed, and supplies last three times as long. [*][b]Runner:[/b] You are a natural sprinter, very dangerous over short distances. Your base speed increases by 5 feet. Advanced: 10 feet. Expert: 20 feet. [*][b]Swift Healing:[/b] You heal at twice the normal speed, and effects that restore your life points grant twice as many. Advanced: Three times. Expert: Four times. [*][b]Improved Grab:[/b] [Specifics will depend on how the grab rules end up working, but the basic idea is that you can grab onto enemies and be very hard to dislodge. I base this talent on having more than once observed a PC fighter try to jump onto a flying dragon, hold on with one hand, and stab it with the other. I feel that this move is awesome enough to justify explicit rules support. Of course, it can lead to problems when the dragon dies and its wings stop moving, but such are the risks of being an adventurer.][/list] As for normal people having some spellcasting ability... how about a couple of talents for both fighters and thieves that look like this? [list][*][b]Arcane Training:[/b] You have learned the basics of arcane spellcasting. You have a spellbook containing 2 cantrips, and you are able to cast them as a 1st-level magic-user. [i]Advanced:[/i] Your spellbook can now contain 3 cantrips and 1 1st-level spell. You have one 1st-level spell slot. [i]Expert:[/i] Your spellbook can now contain 4 cantrips, 2 1st-level spells, and 1 2nd-level spell*. You have two 1st-level spell slots and one 2nd-level spell slot. [*][b]Divine Training:[/b] You have learned the basics of divine spellcasting. (Same basic idea.)[/list] This would let fighters and thieves dabble in magic a bit, without threatening the M-U's dominance in the arcane or the cleric's dominance in the divine. [size=-2]*Since Expert is not available until level 12+, you don't get access to 2nd-level spells until the party wizard is casting 5th-level ones.[/size] [/QUOTE]
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