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Better Fighter?
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<blockquote data-quote="Hillsy7" data-source="post: 7168580" data-attributes="member: 6689191"><p>I appreciate the enthusiasm, but personally I'd remove the initial theory/justification part, or at least simply identify what you want to change, and not why. Reason being is I found myself interested in looking at your changes, but was then immediately put into a defensive frame of mind with being constantly told what is fun (inferring if I don't find that fun, I'm an idiot), and why I play a Fighter (and apparently, the only reason I want to play an eldrich knight). At the very least put it at the end, that way people can assess your ideas with a uncoloured view - I had to forcibly challenge my initial reactions to your changes because I fundamentally disagreed with your initial arguments.</p><p></p><p>Good design means you can read the reasoning behind the design (See for example how Cantrips work differently from melee attacks, and then how eldrich balst works differently and why only the warlock gets eldrich blast....You can understand the design decisions simply by comparing the rules.....).</p><p></p><p>Moving on - The core changes don't look too bonkers. Indomitable is potentially game breaking, especially for 2nd level (Level 30 evil wizard casts dominate person - Level 2 Fighter gives him the finger and leaves), and every short rest too....too powerful. Rerolls are established practise. Unyeilding is nearly broken.....1 alpha strike per combat on a class that already alpha strikes like no other, plus extra bonus actions for crossbowers.....so turn 1 that's potentially 10 attacks every combat with SS turned on, PLUS two lots of movement (to run further away from anything that might've surprised you), AND the enemy wizard going first can't stop you with Dominate person because of indomitable........At least before you just got an alpha strike or two per short rest for the BBEG.....now it's every fight. (Also complete munchkins might try to run away, stop combat, then run back in. Permanent alpha strike). But generally the lower level tweaks aren't terrifying.</p><p></p><p>Knight seems a little conditional - basically it fires if you ain't doing your job properly (locking down oppos)....also thematicaly it's a little belittling character wise ("I will train you!", "I'm a level 15 wizard FFS!"), but wording changes will probably fix that.</p><p></p><p>At level 10, that auto-success again....</p><p>At level 18 you're now using your reactions pretty much every turn to make an extra attack. Attacked by a group of high end monsters, you're potentially attacking 3-4 times, plus bonus action, PLUS two reactions outside of your turn. Every turn. You don't need anything other than a group of 6 knights and you'll just mincemeat everything in a few turns.</p></blockquote><p></p>
[QUOTE="Hillsy7, post: 7168580, member: 6689191"] I appreciate the enthusiasm, but personally I'd remove the initial theory/justification part, or at least simply identify what you want to change, and not why. Reason being is I found myself interested in looking at your changes, but was then immediately put into a defensive frame of mind with being constantly told what is fun (inferring if I don't find that fun, I'm an idiot), and why I play a Fighter (and apparently, the only reason I want to play an eldrich knight). At the very least put it at the end, that way people can assess your ideas with a uncoloured view - I had to forcibly challenge my initial reactions to your changes because I fundamentally disagreed with your initial arguments. Good design means you can read the reasoning behind the design (See for example how Cantrips work differently from melee attacks, and then how eldrich balst works differently and why only the warlock gets eldrich blast....You can understand the design decisions simply by comparing the rules.....). Moving on - The core changes don't look too bonkers. Indomitable is potentially game breaking, especially for 2nd level (Level 30 evil wizard casts dominate person - Level 2 Fighter gives him the finger and leaves), and every short rest too....too powerful. Rerolls are established practise. Unyeilding is nearly broken.....1 alpha strike per combat on a class that already alpha strikes like no other, plus extra bonus actions for crossbowers.....so turn 1 that's potentially 10 attacks every combat with SS turned on, PLUS two lots of movement (to run further away from anything that might've surprised you), AND the enemy wizard going first can't stop you with Dominate person because of indomitable........At least before you just got an alpha strike or two per short rest for the BBEG.....now it's every fight. (Also complete munchkins might try to run away, stop combat, then run back in. Permanent alpha strike). But generally the lower level tweaks aren't terrifying. Knight seems a little conditional - basically it fires if you ain't doing your job properly (locking down oppos)....also thematicaly it's a little belittling character wise ("I will train you!", "I'm a level 15 wizard FFS!"), but wording changes will probably fix that. At level 10, that auto-success again.... At level 18 you're now using your reactions pretty much every turn to make an extra attack. Attacked by a group of high end monsters, you're potentially attacking 3-4 times, plus bonus action, PLUS two reactions outside of your turn. Every turn. You don't need anything other than a group of 6 knights and you'll just mincemeat everything in a few turns. [/QUOTE]
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