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Building a better Fighter
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<blockquote data-quote="Quickleaf" data-source="post: 7182614" data-attributes="member: 20323"><p>Yeah, I started around the same time as Matt, and my aesthetics are generally similar to yours (story first). That said, because I've DMed a lot, written for the game, and had more rules-minded players I've had to sharpen my rules minutiae side at least somewhat.</p><p></p><p></p><p></p><p>One of the things I was impressed by in Matt Colville's video was how he pointed out the fighter as the "gear head." Between carrying lots of weight, starting with better wealth, being able to use magic swords...it's an interesting form of "resource management."</p><p></p><p>I've been listening to his articles and taking notes, going back over some of my old homebrew fighter attempts, and especially some of [MENTION=59848]Hawk Diesel[/MENTION]'s concepts...seeing if I can make something sleek (i.e. not 30+ pages!) that incorporates "baddest mofo on the battlefield" while staying true to the modern precepts of balance.</p><p></p><p>Action Surge is pretty cool – I saw an 11th level PC dish out 88 damage on the first round with an Action Surge (and would have been more if monster wasn't resistant to fire from his <em>flame tongue</em>)! That's a lot of damage! It's great if you enjoy the alpha-striking play style...and your group can get enough short rests in.</p><p></p><p>One of the points of my homebrew design I was proud of was "cracking" Action Surge by establishing assumptions and determining how many attacks it granted the fighter per day. I realized I could design features a player could swap-out for Action Surge that enabled other play styles such as Against the Horde (modeling older editions multiple attacks vs. weak foes) & Stalwart Defender (modeling the 4e fighter & 3e fighter with Combat Reflexes).</p><p></p><p>I do think that [MENTION=59848]Hawk Diesel[/MENTION] is onto something about it being a feature for 2nd level that's too tempting for level-dipping multi-classing. I've been wondering what it would look like if each fighter's particular Action Surge (or equivalent) was determined by choice of subclass. I think that would be a really interesting way to differentiate fighter subclasses ("how do you get your extra attacks?") and also require sticking with the fighter class till you gain a subclass – which I see as a greater commitment to the concept instead of "I'm a sorcerer who wants to deal uber damage, so I'll pick up 2 levels of fighter since my DM allows multiclassing."</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7182614, member: 20323"] Yeah, I started around the same time as Matt, and my aesthetics are generally similar to yours (story first). That said, because I've DMed a lot, written for the game, and had more rules-minded players I've had to sharpen my rules minutiae side at least somewhat. One of the things I was impressed by in Matt Colville's video was how he pointed out the fighter as the "gear head." Between carrying lots of weight, starting with better wealth, being able to use magic swords...it's an interesting form of "resource management." I've been listening to his articles and taking notes, going back over some of my old homebrew fighter attempts, and especially some of [MENTION=59848]Hawk Diesel[/MENTION]'s concepts...seeing if I can make something sleek (i.e. not 30+ pages!) that incorporates "baddest mofo on the battlefield" while staying true to the modern precepts of balance. Action Surge is pretty cool – I saw an 11th level PC dish out 88 damage on the first round with an Action Surge (and would have been more if monster wasn't resistant to fire from his [I]flame tongue[/I])! That's a lot of damage! It's great if you enjoy the alpha-striking play style...and your group can get enough short rests in. One of the points of my homebrew design I was proud of was "cracking" Action Surge by establishing assumptions and determining how many attacks it granted the fighter per day. I realized I could design features a player could swap-out for Action Surge that enabled other play styles such as Against the Horde (modeling older editions multiple attacks vs. weak foes) & Stalwart Defender (modeling the 4e fighter & 3e fighter with Combat Reflexes). I do think that [MENTION=59848]Hawk Diesel[/MENTION] is onto something about it being a feature for 2nd level that's too tempting for level-dipping multi-classing. I've been wondering what it would look like if each fighter's particular Action Surge (or equivalent) was determined by choice of subclass. I think that would be a really interesting way to differentiate fighter subclasses ("how do you get your extra attacks?") and also require sticking with the fighter class till you gain a subclass – which I see as a greater commitment to the concept instead of "I'm a sorcerer who wants to deal uber damage, so I'll pick up 2 levels of fighter since my DM allows multiclassing." [/QUOTE]
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