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5 Fighter Archetypes
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<blockquote data-quote="Connorsrpg" data-source="post: 6674770" data-attributes="member: 19265"><p>To not sound condescending perhaps you could provide some specific feedback. I have written a lot for 5E. Favourite system to write for so far <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>What do you mean by the 4-5 sentences comment? Are you saying the Battlemaster's superiority dice mechanic is a problem?</p><p></p><p>By specialty rules, do mean the ones explained at the start of each archetype, or the small house rules we have hidden throughout, such as reference to weapons with the 'defensive' property? (If the small House Rules, obvioulsy they would need rewording, adjusting or removal for a core game - but as 5E actively encourages house rules again, we have gone with our favourites - weapon groups, weapon qualities, etc. If this is the prob, I am happy to explain any of them or point you to where we have written about them... but again, I need specific fb for that).</p><p></p><p>Not sure you have read any of this thread, but some of these subclasses (where the rules are specifically called out) were done FOR the rules (just like the PHB fighter 'archetypes'). ie to play off a cool mechanic.</p><p></p><p>The whole concept vs mechanic thing is being played out right now in this thread <a href="http://www.enworld.org/forum/showthread.php?466352-Thoughts-on-Mearls-Comments-on-Fighter-Subclasses-Lacking-Identity/page5" target="_blank">http://www.enworld.org/forum/showthread.php?466352-Thoughts-on-Mearls-Comments-on-Fighter-Subclasses-Lacking-Identity/page5</a> following Mike Mearl's comments.</p><p></p><p>Anyway, so what are the specific problems these have fitting in to the 5E rules? That is what I am here for. General advice pointing out that each edition of D&D is different to design for I am kind of aware of <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> I have created some fighter ideas, some based off other games, some off my ideas, some off standard archetypes and have tried them out. I would appreciate some useful feedback, oh, and has anyone given them a go?</p><p></p><p>As stated, unfortunately, we have only really had the brutal in action. I am keen to see how the others go, but that takes time of course <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: 6674770, member: 19265"] To not sound condescending perhaps you could provide some specific feedback. I have written a lot for 5E. Favourite system to write for so far :) What do you mean by the 4-5 sentences comment? Are you saying the Battlemaster's superiority dice mechanic is a problem? By specialty rules, do mean the ones explained at the start of each archetype, or the small house rules we have hidden throughout, such as reference to weapons with the 'defensive' property? (If the small House Rules, obvioulsy they would need rewording, adjusting or removal for a core game - but as 5E actively encourages house rules again, we have gone with our favourites - weapon groups, weapon qualities, etc. If this is the prob, I am happy to explain any of them or point you to where we have written about them... but again, I need specific fb for that). Not sure you have read any of this thread, but some of these subclasses (where the rules are specifically called out) were done FOR the rules (just like the PHB fighter 'archetypes'). ie to play off a cool mechanic. The whole concept vs mechanic thing is being played out right now in this thread [URL="http://www.enworld.org/forum/showthread.php?466352-Thoughts-on-Mearls-Comments-on-Fighter-Subclasses-Lacking-Identity/page5"]http://www.enworld.org/forum/showthread.php?466352-Thoughts-on-Mearls-Comments-on-Fighter-Subclasses-Lacking-Identity/page5[/URL] following Mike Mearl's comments. Anyway, so what are the specific problems these have fitting in to the 5E rules? That is what I am here for. General advice pointing out that each edition of D&D is different to design for I am kind of aware of :erm: I have created some fighter ideas, some based off other games, some off my ideas, some off standard archetypes and have tried them out. I would appreciate some useful feedback, oh, and has anyone given them a go? As stated, unfortunately, we have only really had the brutal in action. I am keen to see how the others go, but that takes time of course ;) [/QUOTE]
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