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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Black Flag Playtest 2: Magic, Luck, Fighter, Wizards!
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<blockquote data-quote="Weiley31" data-source="post: 8967737" data-attributes="member: 7017196"><p>I had a feeling the <em>Black Flag</em> Fighter was going to have some kind of "Second Wind" improvement/variant.</p><p></p><p><em>Ruins of Symbaroum 5E Player's Guide</em> did something similar with their Fighter(renamed the Warrior) with a 1st level Feature that was a variant version as well.</p><p></p><p><em>Battle Wind: When hit by an attack roll, you can use your reaction to gain temporary hit points equal to 2d4+your Con Modifier. You immediately gain the temporary hit points and can apply damage from the triggering attack to them.</em></p><p></p><p>The regular Second Wind, while getting the principle behind it, is so/so depending on how you roll. Last Stand at least feels like I could get more HP back compared to the initial Second Wind. <em>ESPECIALLY</em> if you take the one Black Flag feat where your Hit Die is permanently raised by one step. Overall, I say this is a pretty nice step in a direction on adding to the Fighter's tanky nature. And basing the usage on your Prof score is a good idea.</p><p></p><p>Luck is very interesting. Both with the cap and the differing point cost. And the fact that there is the strong "Use before you lose it" incentive with going over the max and going from 5 to 1 in luck depending on how the D4 favors you. <em>Plus I wonder how Advantage/Disadvantage feels about this? Luck has the possibility to turn a five point difference Dis roll into a success. AKA: "Pushing your Luck."</em></p><p></p><p>Also: I REALLY like the sound of Spell Rings.</p></blockquote><p></p>
[QUOTE="Weiley31, post: 8967737, member: 7017196"] I had a feeling the [I]Black Flag[/I] Fighter was going to have some kind of "Second Wind" improvement/variant. [I]Ruins of Symbaroum 5E Player's Guide[/I] did something similar with their Fighter(renamed the Warrior) with a 1st level Feature that was a variant version as well. [I]Battle Wind: When hit by an attack roll, you can use your reaction to gain temporary hit points equal to 2d4+your Con Modifier. You immediately gain the temporary hit points and can apply damage from the triggering attack to them.[/I] The regular Second Wind, while getting the principle behind it, is so/so depending on how you roll. Last Stand at least feels like I could get more HP back compared to the initial Second Wind. [I]ESPECIALLY[/I] if you take the one Black Flag feat where your Hit Die is permanently raised by one step. Overall, I say this is a pretty nice step in a direction on adding to the Fighter's tanky nature. And basing the usage on your Prof score is a good idea. Luck is very interesting. Both with the cap and the differing point cost. And the fact that there is the strong "Use before you lose it" incentive with going over the max and going from 5 to 1 in luck depending on how the D4 favors you. [I]Plus I wonder how Advantage/Disadvantage feels about this? Luck has the possibility to turn a five point difference Dis roll into a success. AKA: "Pushing your Luck."[/I] Also: I REALLY like the sound of Spell Rings. [/QUOTE]
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Black Flag Playtest 2: Magic, Luck, Fighter, Wizards!
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