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Better Fighter?
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<blockquote data-quote="DaedalusX51" data-source="post: 7168630" data-attributes="member: 96233"><p>I'm sorry that it came across that way. That wasn't my intention. I just don't think that only dealing damage is interesting design or fun to play. I don't think you're an idiot, but if you wouldn't mind explaining why you enjoy more damage over round by round choice I would greatly appreciate it. I don't understand your Eldritch Knight comment. If you wouldn't mind explaining what you mean by that, it would be appreciated.</p><p></p><p></p><p></p><p>While I feel that I agree with you here, I've found that doesn't necessarily work out in practice. I've had to clarify design decisions when posting homebrew before, and I think this helps get an idea of what I was attempting to accomplish out of the gate. That way if I missed my mark, someone can always see what I was attempting to do and give me some clear pointers.</p><p></p><p></p><p></p><p>I actually had a section of the document that kind of dealt with these issues, but I removed it since I thought it would be easier to discuss in the thread. Regarding Crossbow Expert and Sharpshooter, those feats have issues and their problems should be fixed with errata (if Wizards ever decides to actually do a balance pass). </p><p></p><p>Regarding Action surge once per encounter, that is already possible at level 17 with the current Fighter. The only difference here is that the Fighter is no longer able to Action Surge twice in the same encounter, so this is effectively an offensive nerf while being a defensive buff. </p><p></p><p>Now I can see where Indomitable could be perceived as overpowered and I would be willing to make some changes. I just don't see how we can have features like Diamond Soul and Aura of Protection while the Fighter gets 3 levels of Indomitable. Do you think just changing it to a short rest reroll would be balanced, or do you have any other ideas?</p><p></p><p></p><p></p><p>Yeah that wasn't my intention either. The hour of training was intended to represent creating a bond between the two characters.</p><p></p><p></p><p></p><p>While you do get extra circumstantial attacks at 15th level (only one per round, if that), the current Fighter gains a large portion of their damage from their subclass (21d12 or an average of 136.5 damage (Max 252) per day as a Battle Master and even more if using Precision Attack, Riposte, and Great Weapon Master). In addition, all of the reaction attacks have to be triggered by the enemy. This allows a DM to just play around the attacks if they so wish.</p><p></p><p>I really appreciate the comments btw. </p><p></p><p>Thanks</p></blockquote><p></p>
[QUOTE="DaedalusX51, post: 7168630, member: 96233"] I'm sorry that it came across that way. That wasn't my intention. I just don't think that only dealing damage is interesting design or fun to play. I don't think you're an idiot, but if you wouldn't mind explaining why you enjoy more damage over round by round choice I would greatly appreciate it. I don't understand your Eldritch Knight comment. If you wouldn't mind explaining what you mean by that, it would be appreciated. While I feel that I agree with you here, I've found that doesn't necessarily work out in practice. I've had to clarify design decisions when posting homebrew before, and I think this helps get an idea of what I was attempting to accomplish out of the gate. That way if I missed my mark, someone can always see what I was attempting to do and give me some clear pointers. I actually had a section of the document that kind of dealt with these issues, but I removed it since I thought it would be easier to discuss in the thread. Regarding Crossbow Expert and Sharpshooter, those feats have issues and their problems should be fixed with errata (if Wizards ever decides to actually do a balance pass). Regarding Action surge once per encounter, that is already possible at level 17 with the current Fighter. The only difference here is that the Fighter is no longer able to Action Surge twice in the same encounter, so this is effectively an offensive nerf while being a defensive buff. Now I can see where Indomitable could be perceived as overpowered and I would be willing to make some changes. I just don't see how we can have features like Diamond Soul and Aura of Protection while the Fighter gets 3 levels of Indomitable. Do you think just changing it to a short rest reroll would be balanced, or do you have any other ideas? Yeah that wasn't my intention either. The hour of training was intended to represent creating a bond between the two characters. While you do get extra circumstantial attacks at 15th level (only one per round, if that), the current Fighter gains a large portion of their damage from their subclass (21d12 or an average of 136.5 damage (Max 252) per day as a Battle Master and even more if using Precision Attack, Riposte, and Great Weapon Master). In addition, all of the reaction attacks have to be triggered by the enemy. This allows a DM to just play around the attacks if they so wish. I really appreciate the comments btw. Thanks [/QUOTE]
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