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5.5 Fighter Best Eince 2E
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<blockquote data-quote="NotAYakk" data-source="post: 9751694" data-attributes="member: 72555"><p>Like, if flying creatures acted less like attack helicopters crossed with tanks, the flying problem would be less.</p><p></p><p>Ie, imagine if flying requires concentration by default. Everytime they are hit, they have to make a con save against DC 10 or damage done. Every point they fail the save by they drop 10'.</p><p></p><p>Now, flying in combat becomes a very big risk.</p><p></p><p>And if melee-range specialists have the mobility to cross stuff like chasms, grab ahold of attacking flying creatures, break free of bonds - that again seems better than ensuring their ranged attack option is almost as good as the ranged specialist characters.</p><p></p><p>If these melee specialists had such abilities, and ranged and flying foes had such disadvantages, then in the remaining cases where melee isn't very good - that looks like the case where anti-magic cancels a spellcaster, or fighting in a 10' by 10' room makes an archer suck, a relatively rare and contrived corner case instead of "every 2nd tuesday" like it is today.</p><p></p><p>I've played with a high mobility melee centric character; they had 60' of movement speed, a daily resource that gave them +30' on that, 1 use of action surge for emergencies, could fly (at that speed) nearly at-will, and sometimes got hasted (by level 12) via spell or potion. On the map they acted as a cannon ball and their relative lack of ranged combat options wasn't a big problem.</p><p></p><p>In some encounters, like when defending a fortification, they started the fight firing ranged weapons, then transitioned (for example).</p><p></p><p>But they didn't feel crippled. A fellow PC had 30' of movement and poor ranged combat options, meanwhile, felt crippled. Two solutions developed; one, a companion mount, and two my PC picking the small PC up and carrying them into battle (on top of sometimes using haste on the slower PC; which just brought them up to my PC's speed, basically).</p><p></p><p>In short, I tried this out; and it seems to work.</p><p></p><p>(And while my PC could fly, he'd often fake it and pretend to be bouncing off walls and jumping; hiding the ability you can fly from enemies makes counter play less likely, and I liked the visuals. This means a character who can <em>jump</em> 60' would be able to do much of the things my PCs did in combat, by observation (not all).)</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9751694, member: 72555"] Like, if flying creatures acted less like attack helicopters crossed with tanks, the flying problem would be less. Ie, imagine if flying requires concentration by default. Everytime they are hit, they have to make a con save against DC 10 or damage done. Every point they fail the save by they drop 10'. Now, flying in combat becomes a very big risk. And if melee-range specialists have the mobility to cross stuff like chasms, grab ahold of attacking flying creatures, break free of bonds - that again seems better than ensuring their ranged attack option is almost as good as the ranged specialist characters. If these melee specialists had such abilities, and ranged and flying foes had such disadvantages, then in the remaining cases where melee isn't very good - that looks like the case where anti-magic cancels a spellcaster, or fighting in a 10' by 10' room makes an archer suck, a relatively rare and contrived corner case instead of "every 2nd tuesday" like it is today. I've played with a high mobility melee centric character; they had 60' of movement speed, a daily resource that gave them +30' on that, 1 use of action surge for emergencies, could fly (at that speed) nearly at-will, and sometimes got hasted (by level 12) via spell or potion. On the map they acted as a cannon ball and their relative lack of ranged combat options wasn't a big problem. In some encounters, like when defending a fortification, they started the fight firing ranged weapons, then transitioned (for example). But they didn't feel crippled. A fellow PC had 30' of movement and poor ranged combat options, meanwhile, felt crippled. Two solutions developed; one, a companion mount, and two my PC picking the small PC up and carrying them into battle (on top of sometimes using haste on the slower PC; which just brought them up to my PC's speed, basically). In short, I tried this out; and it seems to work. (And while my PC could fly, he'd often fake it and pretend to be bouncing off walls and jumping; hiding the ability you can fly from enemies makes counter play less likely, and I liked the visuals. This means a character who can [I]jump[/I] 60' would be able to do much of the things my PCs did in combat, by observation (not all).) [/QUOTE]
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