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5 Fighter Archetypes
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<blockquote data-quote="Connorsrpg" data-source="post: 6623790" data-attributes="member: 19265"><p>[MENTION=6752135]Inchoroi[/MENTION]</p><p></p><p>Oh, I'm not embarrassed about my creations. I have been homebrewing for over 20 years, and would find some of my earlier ones embarrassing too. I created each of these for a particular reason, style, player, concept and even yes, b/c I liked a different mechanic. I certainly knew that they would be unpopular with the majority here. I figured there might be the odd player that loved their **13th Age** fighter mechanics for eg and might have found something here to work with.</p><p></p><p>Perhaps I was a little discouraged from posting here, but I went in knowing what the deal is here. I would not expect these to be welcome in every game, I was just hoping there was someone out there also searching for something like one of these concepts that does not exist in the PHB. And I will say again - the Battle Master to me is not a concept. It is just a bunch of rules to give a fighter choice (which is also cool, but it doesn't gel as a concept - it can be used to create concepts with specific choices).</p><p></p><p>I REALLY should have pointed out that we use a bunch of House Rules. (Again, silly of me - thinking people would be interested and ask about them, or click on the side bar links to them...again, not well handled by me).</p><p></p><p>SPECIFICS</p><p><strong>Shields</strong>. Swashbucklers. Um, didn't their name come from the shields they carried? We have bucklers, the main rules don't. Perhaps I limit to bucklers, but I did not see the need. Almost all archetypes playing off this mechanic encourages 2 weapons or light weapon use anyway.</p><p></p><p><strong>Uncanny Defense</strong>. Of course you 'could' get a high AC early, if you use your resources to do so. Simply buying better armor works for other fighters. If players want to spend all their points in raising INT (as well as all the other stats needed for a good fighter), I am cool with that. Not many raise INT feats go with fighter either, so you would be giving up a lot of options to do so. Furthermore, wizards etc cannot dip into this as it REPLACES heavy armor, which you will not get, unless you start as a fighter (and that has its own issues if you want to be a wizard from there anyway). INT is fine too, if you read the description. I can see it adding to AC.</p><p></p><p><strong>Subclasses</strong>. Um all of these ARE a subclass for fighter. (Other than the Unfettered idea of course), but the page has 5 new subclasses.</p><p></p><p><strong>Vs Monk</strong>. Well, of course you can already do some of these things as a monk. But, as far as I can remember (and read in <em>Oriental Adventures</em> esp 3E) weren't there also good weapon-focused fighters that could pull off these moves? Blade Dancer purposefully shares a lot with the monk, but also dervishes, knife-fighters and wuxia warriors not built around unarmed attacks.</p><p></p><p><strong>Brutal vs Barbarian</strong>. Of course it could step on the toes, but it does NOT have a rage mechanic. You can build a good gladiator using the fighter archetypes in the PHB, but I would not use Barbarian. I am simply providing another way for that to occur as a fighter. We created this subclass for a player that loved out stunt system. Rather than port it over we went with our Critical Charts (which the other players preferred), but the Brutal allows this to still occur in the game. I completely understand bounded accuracy, and know this is a foreign concept to d20 (unfortunately), but: 1. It is not that foreign - look at how skills have worked since their introduction; 2. 'Raises' DO occur in the game quite a bit. There are now a lot of low AC creatures b/c AC is not based on level. (Which to me is awesome). Playing through RotR and fighting a lot of ogres, I know this player would love to have had this mechanic in play.</p><p></p><p><strong>Inflating Damage</strong>. I have not seen a problem with a few damage bonuses here and there. I mean there are criticals in the game. All of these rely on circumstances or spending something. Even the Warmain power (which I am considering changing) seems to have been misread. You can do this ONCE PER TURN, which I am gathering will be pretty insignificant at high levels, rather than over powered. At low levels it is better, but again messing with damage is nowhere near as bad as messing with attack bonuses in 5E. Look at rogue's sneak attack. Warmains and Florentine don't even compare.</p><p></p><p><strong>Vs Rogue Swashbuckler</strong>. But this guy isn't a rogue. The duelist is a fighter. It is for people that want to be able to fight like a swashbuckler face to face. Not sneaking around and backstabbing - and take some punishment themselves.</p><p></p><p><strong>House Rules</strong>. My bad. Yes, these archetypes play further on several house rules we developed. My favourite part about 5E is the encouragement in the books to pave your own way, make your own game, etc. Something we did heavily through all editions, except probably 4E, b/c it was so hard to write for (except in tiny bits). That is what we have done. I forgot to mention that these subclasses reference other House Rules, such as: Weapon Qualities (we have added several, including Defensive, Armor Penetration); Weapon Groups (another I was not that fussed on, but we always liked having weapon groups, so, we brought them back). If you are interested, whilst on the site - everything is linked in the side nav bar... but as it is another click, I guess that will not happen <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I LOVE taking all the parts I like from several games to build my own. Unashamedly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Thanks for specific feedback to those that have read my archetypes. I do appreciate people going over these with a lot of scrutiny - I would not have posted on ENWorld otherwise <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> There is a very passionate community here and I have read and posted in many other threads on 5E adaptations. I knew these would not be popular with a fair crew, but hopefully there are some people on here that are looking for completely different options/playstyles/mechanics too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I just don't seem to have located them outside my group yet <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 6623790, member: 19265"] [MENTION=6752135]Inchoroi[/MENTION] Oh, I'm not embarrassed about my creations. I have been homebrewing for over 20 years, and would find some of my earlier ones embarrassing too. I created each of these for a particular reason, style, player, concept and even yes, b/c I liked a different mechanic. I certainly knew that they would be unpopular with the majority here. I figured there might be the odd player that loved their **13th Age** fighter mechanics for eg and might have found something here to work with. Perhaps I was a little discouraged from posting here, but I went in knowing what the deal is here. I would not expect these to be welcome in every game, I was just hoping there was someone out there also searching for something like one of these concepts that does not exist in the PHB. And I will say again - the Battle Master to me is not a concept. It is just a bunch of rules to give a fighter choice (which is also cool, but it doesn't gel as a concept - it can be used to create concepts with specific choices). I REALLY should have pointed out that we use a bunch of House Rules. (Again, silly of me - thinking people would be interested and ask about them, or click on the side bar links to them...again, not well handled by me). SPECIFICS [B]Shields[/B]. Swashbucklers. Um, didn't their name come from the shields they carried? We have bucklers, the main rules don't. Perhaps I limit to bucklers, but I did not see the need. Almost all archetypes playing off this mechanic encourages 2 weapons or light weapon use anyway. [B]Uncanny Defense[/B]. Of course you 'could' get a high AC early, if you use your resources to do so. Simply buying better armor works for other fighters. If players want to spend all their points in raising INT (as well as all the other stats needed for a good fighter), I am cool with that. Not many raise INT feats go with fighter either, so you would be giving up a lot of options to do so. Furthermore, wizards etc cannot dip into this as it REPLACES heavy armor, which you will not get, unless you start as a fighter (and that has its own issues if you want to be a wizard from there anyway). INT is fine too, if you read the description. I can see it adding to AC. [B]Subclasses[/B]. Um all of these ARE a subclass for fighter. (Other than the Unfettered idea of course), but the page has 5 new subclasses. [B]Vs Monk[/B]. Well, of course you can already do some of these things as a monk. But, as far as I can remember (and read in [I]Oriental Adventures[/I] esp 3E) weren't there also good weapon-focused fighters that could pull off these moves? Blade Dancer purposefully shares a lot with the monk, but also dervishes, knife-fighters and wuxia warriors not built around unarmed attacks. [B]Brutal vs Barbarian[/B]. Of course it could step on the toes, but it does NOT have a rage mechanic. You can build a good gladiator using the fighter archetypes in the PHB, but I would not use Barbarian. I am simply providing another way for that to occur as a fighter. We created this subclass for a player that loved out stunt system. Rather than port it over we went with our Critical Charts (which the other players preferred), but the Brutal allows this to still occur in the game. I completely understand bounded accuracy, and know this is a foreign concept to d20 (unfortunately), but: 1. It is not that foreign - look at how skills have worked since their introduction; 2. 'Raises' DO occur in the game quite a bit. There are now a lot of low AC creatures b/c AC is not based on level. (Which to me is awesome). Playing through RotR and fighting a lot of ogres, I know this player would love to have had this mechanic in play. [B]Inflating Damage[/B]. I have not seen a problem with a few damage bonuses here and there. I mean there are criticals in the game. All of these rely on circumstances or spending something. Even the Warmain power (which I am considering changing) seems to have been misread. You can do this ONCE PER TURN, which I am gathering will be pretty insignificant at high levels, rather than over powered. At low levels it is better, but again messing with damage is nowhere near as bad as messing with attack bonuses in 5E. Look at rogue's sneak attack. Warmains and Florentine don't even compare. [B]Vs Rogue Swashbuckler[/B]. But this guy isn't a rogue. The duelist is a fighter. It is for people that want to be able to fight like a swashbuckler face to face. Not sneaking around and backstabbing - and take some punishment themselves. [B]House Rules[/B]. My bad. Yes, these archetypes play further on several house rules we developed. My favourite part about 5E is the encouragement in the books to pave your own way, make your own game, etc. Something we did heavily through all editions, except probably 4E, b/c it was so hard to write for (except in tiny bits). That is what we have done. I forgot to mention that these subclasses reference other House Rules, such as: Weapon Qualities (we have added several, including Defensive, Armor Penetration); Weapon Groups (another I was not that fussed on, but we always liked having weapon groups, so, we brought them back). If you are interested, whilst on the site - everything is linked in the side nav bar... but as it is another click, I guess that will not happen ;) I LOVE taking all the parts I like from several games to build my own. Unashamedly. :) Thanks for specific feedback to those that have read my archetypes. I do appreciate people going over these with a lot of scrutiny - I would not have posted on ENWorld otherwise :) There is a very passionate community here and I have read and posted in many other threads on 5E adaptations. I knew these would not be popular with a fair crew, but hopefully there are some people on here that are looking for completely different options/playstyles/mechanics too :) I just don't seem to have located them outside my group yet ;) [/QUOTE]
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