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A Simple and Effective Idea for the Fighter
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5949277" data-attributes="member: 710"><p>The current Fighter is really good at fighting, but is he "fun" when fighting? Or rather, let's say is he "interesting" when fighting?</p><p>Default Behavior: Attack every Round. That's what you can do best already.</p><p>Reaper Ability: Attack every round, really, do that, it's a good idea.</p><p>Fighter Surge Ability: Attack twice a round once or twice per day!</p><p>Cleave: Please attack every round to get extra attacks!</p><p>Herreman's Initiative Bonus: Attack early and better! </p><p>In short, the Fighter is: Attack early, attack often.</p><p></p><p>I think that is ultimately boring. Only Fighter Surge actually brings some resource management into it, but it always boils down to "attack" every round, and there is no variation. Maybe that's enough for a "Core" Fighter without any expansions or modules for most players? It's certainly not enough for me.</p><p></p><p>I think a special ability would need to be phrased in a way that implies a choice and is not just simply better than the default option - but situational better it can be.</p><p></p><p><strong>Fighter's Parry</strong></p><p>When an enemies attack misses you, you can make a counter attack as a reaction. You lose your next action. </p><p><em>Tactical Considerations: You may want to use this when your enemy is more mobile than you are, or you need to get rid of an enemy now because he's blocking your path or something like that. </em></p><p></p><p><strong>Fighter's Gamble</strong> I</p><p>Once per turn when you miss with an attack, you can allow the missed target to make an attack against you. If the enemy makes that attack, you can immediately make a second attack against it. You have disadvantage for the attack if the enemy hits you.</p><p><em>Tactical Considerations: You use this when your enemy is weak in making attacks, or you can just afford taking some more damage in the hope that your next attack will take him down, and not risk one of your allies.</em></p><p></p><p><strong>Fighter's Gamble</strong> II</p><p>When you hit with an attack, you can immediately make a second attack at disadvantage. Your lose your next turns action.</p><p><em>Tactical Considerations: Alternative take on the first Gamble, with the same basic idea - you risk something in the hope of dispatching an enemy more quickly. Maybe you have reason to believe you won't make it another round anyway, or one of your allies won't...</em></p><p><em></em></p><p><em></em><strong>Exerting Assault</strong></p><p>Spend one hit dice (or take 1d10 damage if not using hit dice) to gain advantage on your attack and deal +1d10 damage on a hit. You must take a short rest before you can use this ability again.</p><p><em>Tactical Consideration: It's basically an "encounter" and a "daily" power in one that allows you to deal more damage and hit better, but at a cost. So you'll probably not use it all the time, but when you have trouble dealing with a foe, this may be something to use.</em></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5949277, member: 710"] The current Fighter is really good at fighting, but is he "fun" when fighting? Or rather, let's say is he "interesting" when fighting? Default Behavior: Attack every Round. That's what you can do best already. Reaper Ability: Attack every round, really, do that, it's a good idea. Fighter Surge Ability: Attack twice a round once or twice per day! Cleave: Please attack every round to get extra attacks! Herreman's Initiative Bonus: Attack early and better! In short, the Fighter is: Attack early, attack often. I think that is ultimately boring. Only Fighter Surge actually brings some resource management into it, but it always boils down to "attack" every round, and there is no variation. Maybe that's enough for a "Core" Fighter without any expansions or modules for most players? It's certainly not enough for me. I think a special ability would need to be phrased in a way that implies a choice and is not just simply better than the default option - but situational better it can be. [B]Fighter's Parry[/B] When an enemies attack misses you, you can make a counter attack as a reaction. You lose your next action. [I]Tactical Considerations: You may want to use this when your enemy is more mobile than you are, or you need to get rid of an enemy now because he's blocking your path or something like that. [/I] [B]Fighter's Gamble[/B] I Once per turn when you miss with an attack, you can allow the missed target to make an attack against you. If the enemy makes that attack, you can immediately make a second attack against it. You have disadvantage for the attack if the enemy hits you. [I]Tactical Considerations: You use this when your enemy is weak in making attacks, or you can just afford taking some more damage in the hope that your next attack will take him down, and not risk one of your allies.[/I] [B]Fighter's Gamble[/B] II When you hit with an attack, you can immediately make a second attack at disadvantage. Your lose your next turns action. [I]Tactical Considerations: Alternative take on the first Gamble, with the same basic idea - you risk something in the hope of dispatching an enemy more quickly. Maybe you have reason to believe you won't make it another round anyway, or one of your allies won't... [/I][B]Exerting Assault[/B] Spend one hit dice (or take 1d10 damage if not using hit dice) to gain advantage on your attack and deal +1d10 damage on a hit. You must take a short rest before you can use this ability again. [I]Tactical Consideration: It's basically an "encounter" and a "daily" power in one that allows you to deal more damage and hit better, but at a cost. So you'll probably not use it all the time, but when you have trouble dealing with a foe, this may be something to use.[/I] [/QUOTE]
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