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*Dungeons & Dragons
Buffing the Champion Fighter
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<blockquote data-quote="Quickleaf" data-source="post: 7178277" data-attributes="member: 20323"><p>Sure, that could be a starting point.</p><p></p><p>Whenever coming to a conversation (or your gaming group) and wanting to change something as integral as a class, the "burden of proof" falls on those of us wanting to change something. One of the things I try to be clear and incisive about are my <em>goals</em> – why I want to change something.</p><p></p><p>My first step is: Why Include Warrior's Action? (or whatever the proposed change I'm thinking about it)</p><p></p><p>Maybe we think that Action Surge isn't consistent or flavorful enough and just want a small adjustment – something easy to add on and be done.</p><p></p><p>In that case, your suggestion is a solid starting point for a couple reasons:</p><p></p><p>1. Most classes get 2 features at 2nd level (e.g. Bard = jack of all trades & song of rest; Cleric = channel divinity & domain feature; Monk = ki & unarmored moement; Paladin = fighting style, divine smite & spellcasting; Wizard = 2 features from arcane tradition). The Fighter and Rogue are exceptions, getting just one feature, Action Surge and Cunning Action respectively. So choosing 2nd level to offer the feature makes a lot of sense.</p><p></p><p>2. It's consistent and reliable, no limited # of uses. That fits the warrior archetype and the expectations gamers have from 40 years of D&D. It also doesn't negate the choice of Battle Master for players wanting more complexity. Win-win.</p><p></p><p>3. It establishes a "common language" between the two classic non-caster classes, making it easier for players to pick up the game. There is already a common language for warrior types getting Fighting Style and/or Extra Attack. So having a common language between Cunning Action and "Warrior's Action" would work toward the same end.</p><p></p><p>As far as implementation...</p><p></p><p>I think a fighter is more likely to have uses for bonus action than a rogue (e.g. dual wielding, extra feats granting bonus action attacks, second wind)....adn because a fighter is ostensibly "best at fighting", I would recommend there be no bonus action requirement. Make it a thing the fighter can do for free once per round...or even once per turn.</p><p></p><p><s>Disenage</s></p><p><s>Dash</s></p><p></p><p>I would try not to duplicate any of the rogue's Cunning Action options to preserve a greater sense of identity for each class.</p><p></p><p><s>Help</s></p><p></p><p>This is a feature of the Mastermind roguish archetype from <em>Sword Coast Adventurer's Guide</em>, and I'd advise against repeating it since it features as an entire 3rd level sub-class ability IIRC.</p><p></p><p>Instead, I'd start from a list something like this:</p><p></p><p>Equip a Shield</p><p>Change Damage Type (optional – some groups may not like it)</p><p>Change Grip</p><p>Disarm (DMG)</p><p>Mark (DMG)</p><p>Swap Weapons</p><p>Shove Aside (DMG)</p><p>Shove</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7178277, member: 20323"] Sure, that could be a starting point. Whenever coming to a conversation (or your gaming group) and wanting to change something as integral as a class, the "burden of proof" falls on those of us wanting to change something. One of the things I try to be clear and incisive about are my [I]goals[/I] – why I want to change something. My first step is: Why Include Warrior's Action? (or whatever the proposed change I'm thinking about it) Maybe we think that Action Surge isn't consistent or flavorful enough and just want a small adjustment – something easy to add on and be done. In that case, your suggestion is a solid starting point for a couple reasons: 1. Most classes get 2 features at 2nd level (e.g. Bard = jack of all trades & song of rest; Cleric = channel divinity & domain feature; Monk = ki & unarmored moement; Paladin = fighting style, divine smite & spellcasting; Wizard = 2 features from arcane tradition). The Fighter and Rogue are exceptions, getting just one feature, Action Surge and Cunning Action respectively. So choosing 2nd level to offer the feature makes a lot of sense. 2. It's consistent and reliable, no limited # of uses. That fits the warrior archetype and the expectations gamers have from 40 years of D&D. It also doesn't negate the choice of Battle Master for players wanting more complexity. Win-win. 3. It establishes a "common language" between the two classic non-caster classes, making it easier for players to pick up the game. There is already a common language for warrior types getting Fighting Style and/or Extra Attack. So having a common language between Cunning Action and "Warrior's Action" would work toward the same end. As far as implementation... I think a fighter is more likely to have uses for bonus action than a rogue (e.g. dual wielding, extra feats granting bonus action attacks, second wind)....adn because a fighter is ostensibly "best at fighting", I would recommend there be no bonus action requirement. Make it a thing the fighter can do for free once per round...or even once per turn. [s]Disenage[/s] [s]Dash[/s] I would try not to duplicate any of the rogue's Cunning Action options to preserve a greater sense of identity for each class. [s]Help[/s] This is a feature of the Mastermind roguish archetype from [I]Sword Coast Adventurer's Guide[/I], and I'd advise against repeating it since it features as an entire 3rd level sub-class ability IIRC. Instead, I'd start from a list something like this: Equip a Shield Change Damage Type (optional – some groups may not like it) Change Grip Disarm (DMG) Mark (DMG) Swap Weapons Shove Aside (DMG) Shove [/QUOTE]
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