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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="steeldragons" data-source="post: 8535209" data-attributes="member: 92511"><p>Wow. I can't believe I never thought of this, but what a great idea! A feature, around 10th or 12th level that increases your damage die for any weapon wielded. The warrior's expertise is such that a swing of a sword deals 2d6 instead of d8...or whatever/however the dice increase. Again at...16th? Sounds good to me. Incorporating this immediately.</p><p></p><p>Also good. Make for a decent Fighter specific feature. "Best at fighting," let's remember. Rangers and Paladins and Barbarians have other ways of circumventing things. Fighter deserves one of their own.</p><p></p><p>This sounds like a lot of work...comign up with an added effect for every possible kind of weapon...but it could totally work/be worth it. I would be inclined to keep this a strictly "Maneuvers" that can be chosen as desired...just for organization/keeping things tidy. But if introduced as a Fighter (and subclasses) specific features...like introduce something for the most common/obvious options first...more obscure or exotic options at later levels...I can see it. Just not sure if I'd want to do all the work. hahaha.</p><p></p><p>This seems a no-brainer and my system/homebrew does have this.</p><p></p><p>This crosses my taste/preference line. I am also curious about where/why this obsession with Jump distances, in particular, comes from for the (for lack of a better term and not dissing individual preferences in any way) "superheroic Fighter" crowd. Why is the idea they can jump huge/supernatural distances or heights such a draw/big deal?</p><p></p><p>meh.</p><p></p><p>This I can see/get behind.</p><p></p><p>This makes complete sense.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8535209, member: 92511"] Wow. I can't believe I never thought of this, but what a great idea! A feature, around 10th or 12th level that increases your damage die for any weapon wielded. The warrior's expertise is such that a swing of a sword deals 2d6 instead of d8...or whatever/however the dice increase. Again at...16th? Sounds good to me. Incorporating this immediately. Also good. Make for a decent Fighter specific feature. "Best at fighting," let's remember. Rangers and Paladins and Barbarians have other ways of circumventing things. Fighter deserves one of their own. This sounds like a lot of work...comign up with an added effect for every possible kind of weapon...but it could totally work/be worth it. I would be inclined to keep this a strictly "Maneuvers" that can be chosen as desired...just for organization/keeping things tidy. But if introduced as a Fighter (and subclasses) specific features...like introduce something for the most common/obvious options first...more obscure or exotic options at later levels...I can see it. Just not sure if I'd want to do all the work. hahaha. This seems a no-brainer and my system/homebrew does have this. This crosses my taste/preference line. I am also curious about where/why this obsession with Jump distances, in particular, comes from for the (for lack of a better term and not dissing individual preferences in any way) "superheroic Fighter" crowd. Why is the idea they can jump huge/supernatural distances or heights such a draw/big deal? meh. This I can see/get behind. This makes complete sense. [/QUOTE]
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Chris just said why I hate wizard/fighter dynamic
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