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*Dungeons & Dragons
Another Fighter: the "Heroic" Fighter
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<blockquote data-quote="NotAYakk" data-source="post: 8548332" data-attributes="member: 72555"><p><strong>Second Wind:</strong></p><p>Low impact abilities you can use often suck.</p><p></p><p>Instead of more uses, make it give (fighter level)/2 (min 1, round down) d10 + fighter level HP.</p><p></p><p>This ensures that its use remains substantial at all levels, not substantial at level 1, then rounding error by level 10.</p><p></p><p><strong>Action Surge</strong>:</p><p>To make this not be worse than baseline fighter, you need at least 2 action surges at level 5, and 3 by level 11, 6 by level 17 and 8 by level 20.</p><p></p><p>Yours falls behind the baseline at level 5, 11 and 12, and 17+.</p><p></p><p>"You can use more than one" makes the 6/8 scale a bit much. Also, the optional use is almost always "use them all at once", which sort of sucks.</p><p></p><p>I might suggest that Action Surge gives you <strong>both</strong> a weapon attack and another (non-spellcasting) action, at least by some point? Or even an action from a menu (use an object, dash, disengage, dodge, help, hide, search).</p><p></p><p>The number of attacks you get on an Action Surge can scale (separately from extra attack). So L 2 (1 use) L 5 (2 uses), L 11 (2 attacks on action surge), L 17 (3 uses), L 20 (3 attacks per action surge). And limit it to 1 action surge/turn.</p><p></p><p>That gives you (per short rest) this many extra attacks (baseline/heroic)</p><p>L2: 1 in 1 round/1 in 1 round</p><p>L5: 2 in 1 round/2 in 2 rounds</p><p>L11: 3 in 1 round/4 in 2 rounds</p><p>L17: 6 in 2 rounds/6 in 3 rounds</p><p>L20: 8 in 2 rounds/9 in 3 rounds</p><p></p><p>The non-action benefits you forgot to specify duration. I'd just roll those benefits in for free; when you spend an action surge, your jump distance and carry capacity doubles until the start of your next turn.</p><p></p><p><strong>Indomidable</strong>:</p><p>A trick I have used is to grant resistance to damage on top of the save benefits.</p><p></p><p>Like:</p><p>When hit with an attack or when you fail a saving throw, you can spend a use of Indomidable to cause the attack or saving throw to be rerolled.</p><p></p><p>If you take damage from that spell or effect, you have resistance to the damage.</p><p></p><p><strong>Maneuver Dice</strong> You only get 1?</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8548332, member: 72555"] [B]Second Wind:[/B] Low impact abilities you can use often suck. Instead of more uses, make it give (fighter level)/2 (min 1, round down) d10 + fighter level HP. This ensures that its use remains substantial at all levels, not substantial at level 1, then rounding error by level 10. [B]Action Surge[/B]: To make this not be worse than baseline fighter, you need at least 2 action surges at level 5, and 3 by level 11, 6 by level 17 and 8 by level 20. Yours falls behind the baseline at level 5, 11 and 12, and 17+. "You can use more than one" makes the 6/8 scale a bit much. Also, the optional use is almost always "use them all at once", which sort of sucks. I might suggest that Action Surge gives you [B]both[/B] a weapon attack and another (non-spellcasting) action, at least by some point? Or even an action from a menu (use an object, dash, disengage, dodge, help, hide, search). The number of attacks you get on an Action Surge can scale (separately from extra attack). So L 2 (1 use) L 5 (2 uses), L 11 (2 attacks on action surge), L 17 (3 uses), L 20 (3 attacks per action surge). And limit it to 1 action surge/turn. That gives you (per short rest) this many extra attacks (baseline/heroic) L2: 1 in 1 round/1 in 1 round L5: 2 in 1 round/2 in 2 rounds L11: 3 in 1 round/4 in 2 rounds L17: 6 in 2 rounds/6 in 3 rounds L20: 8 in 2 rounds/9 in 3 rounds The non-action benefits you forgot to specify duration. I'd just roll those benefits in for free; when you spend an action surge, your jump distance and carry capacity doubles until the start of your next turn. [B]Indomidable[/B]: A trick I have used is to grant resistance to damage on top of the save benefits. Like: When hit with an attack or when you fail a saving throw, you can spend a use of Indomidable to cause the attack or saving throw to be rerolled. If you take damage from that spell or effect, you have resistance to the damage. [B]Maneuver Dice[/B] You only get 1? [/QUOTE]
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Another Fighter: the "Heroic" Fighter
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