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General Tabletop Discussion
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Are some Fighting Styles worthless, and how could they be fixed?
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<blockquote data-quote="CreamCloud0" data-source="post: 9241168" data-attributes="member: 7034710"><p>protection, blind fighting and interception all would be way more beneficial to me if they worked at a range of at least 15ft, maybe even 20 for the blindsight, the added range gives you WAY MORE opportunity to get any mileage at all out of protection and interception and blind fighting basically now makes you immune to vision obscurement, illusions or invisible enemies.</p><p></p><p>thrown weapon fighting i'd add a 50% range boost to your thrown weapon ranges, thrown weapons are good for a STR build but they're not THAT good that they couldn't use a bit of support.</p><p></p><p>superior technique i'd make the maneuvre dice number something like CON+(2, recovered on short/long rest), CON is essential to have as a fighter but it's unlikely something you're going to max out quite as quickly as your main attacking stat so i think it works for giving a bit of an overall bump with the 2 dice that get recovered on a rest for longevity.</p><p></p><p>unarmed fighting i'd bump up the size of the die for each style, 1-h d8 and 2-h d10, this would match with using a longsword, battleaxe or warhammer, but this is always going to be nonmagic damage unless you get like, that one magic handwraps item for monk.</p><p></p><p>personally i'd let fighter learn the druidic/divine warrior fighting styles, as well as make three new ones that apply for wizard, sorcerer and bard, then make them all state you know a number of cantrips from that class equal to your score in that class' casting stat.</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 9241168, member: 7034710"] protection, blind fighting and interception all would be way more beneficial to me if they worked at a range of at least 15ft, maybe even 20 for the blindsight, the added range gives you WAY MORE opportunity to get any mileage at all out of protection and interception and blind fighting basically now makes you immune to vision obscurement, illusions or invisible enemies. thrown weapon fighting i'd add a 50% range boost to your thrown weapon ranges, thrown weapons are good for a STR build but they're not THAT good that they couldn't use a bit of support. superior technique i'd make the maneuvre dice number something like CON+(2, recovered on short/long rest), CON is essential to have as a fighter but it's unlikely something you're going to max out quite as quickly as your main attacking stat so i think it works for giving a bit of an overall bump with the 2 dice that get recovered on a rest for longevity. unarmed fighting i'd bump up the size of the die for each style, 1-h d8 and 2-h d10, this would match with using a longsword, battleaxe or warhammer, but this is always going to be nonmagic damage unless you get like, that one magic handwraps item for monk. personally i'd let fighter learn the druidic/divine warrior fighting styles, as well as make three new ones that apply for wizard, sorcerer and bard, then make them all state you know a number of cantrips from that class equal to your score in that class' casting stat. [/QUOTE]
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Are some Fighting Styles worthless, and how could they be fixed?
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