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Chris just said why I hate wizard/fighter dynamic
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<blockquote data-quote="doctorbadwolf" data-source="post: 8537778" data-attributes="member: 6704184"><p>People have repeatedly given various specific ideas. For some reason you keep not responding directly to them, and then turning around and talking about how no one is giving specific ideas or specific criticisms. IT's also kinda funny that you employ a solution for a problem you insist doesn't exist.</p><p></p><p>And the game could encourage what I and apparently you already do in terms of treating things like jump distance as a starting point, without any of the issues you site above. The problem would simply be doing so while also giving the fighter things they can do that the Paladin can't use a spell slot to do better. </p><p></p><p>For that, the fighter mostly needs some manner of limited use "assured success" ability at mid to high level, and probably bigger subclasses rather than 80% of it's power budget being in roughly 2 base class features. Oh, and expertise and/or the ability to gain new proficiencies more easily than others can do. </p><p></p><p>But really what the fighter needs, is to not be treated as the baseline. </p><p></p><p>Without entirely rewriting the fighter, I'd do the following: </p><p></p><p>Action Surge becomes Heroic Effort. You gain 1 legendary action (not in name, but it would work the same) per attack you can make as part of the attack action, per short rest/a number derived from your proficiency bonus and the aforementioned number. 5e style mechanics means that this would be spelled out on the class table or something, what number of Heroic Actions you have per day at a given level, and your limit per round would simply be the number of attacks you can make with an attack action. </p><p></p><p>Indomitable keeps it's name, but becomes the same as legendary saves. X/day, you can turn a failed save into a success. </p><p></p><p>Add a feature to gain a new proficiency at levels 5, 11, 15, 17, and you learn languages and tools in half the time it normally takes. </p><p></p><p>Finally, before level 7, you gain a feature which allows you to turn a failed ability check into a success, <em>and</em> when you succeed at an ability check, you can Help another creature that can see and hear you in making the same check, without using any actions. These two abilities would use the same pool of uses, limited to PB/day. </p><p></p><p>There. The fighter now has unique ways to shine, create shennanigans, and contribute strongly outside of combat without doing the same thing anyone else is doing. Configure specific numbers upon playtest feedback. The fighter becomes the character whose competence leads the way for the rest of the team, exactly like Aragorn and Boromir, and many other heroic warriors that aren't supernatural.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8537778, member: 6704184"] People have repeatedly given various specific ideas. For some reason you keep not responding directly to them, and then turning around and talking about how no one is giving specific ideas or specific criticisms. IT's also kinda funny that you employ a solution for a problem you insist doesn't exist. And the game could encourage what I and apparently you already do in terms of treating things like jump distance as a starting point, without any of the issues you site above. The problem would simply be doing so while also giving the fighter things they can do that the Paladin can't use a spell slot to do better. For that, the fighter mostly needs some manner of limited use "assured success" ability at mid to high level, and probably bigger subclasses rather than 80% of it's power budget being in roughly 2 base class features. Oh, and expertise and/or the ability to gain new proficiencies more easily than others can do. But really what the fighter needs, is to not be treated as the baseline. Without entirely rewriting the fighter, I'd do the following: Action Surge becomes Heroic Effort. You gain 1 legendary action (not in name, but it would work the same) per attack you can make as part of the attack action, per short rest/a number derived from your proficiency bonus and the aforementioned number. 5e style mechanics means that this would be spelled out on the class table or something, what number of Heroic Actions you have per day at a given level, and your limit per round would simply be the number of attacks you can make with an attack action. Indomitable keeps it's name, but becomes the same as legendary saves. X/day, you can turn a failed save into a success. Add a feature to gain a new proficiency at levels 5, 11, 15, 17, and you learn languages and tools in half the time it normally takes. Finally, before level 7, you gain a feature which allows you to turn a failed ability check into a success, [I]and[/I] when you succeed at an ability check, you can Help another creature that can see and hear you in making the same check, without using any actions. These two abilities would use the same pool of uses, limited to PB/day. There. The fighter now has unique ways to shine, create shennanigans, and contribute strongly outside of combat without doing the same thing anyone else is doing. Configure specific numbers upon playtest feedback. The fighter becomes the character whose competence leads the way for the rest of the team, exactly like Aragorn and Boromir, and many other heroic warriors that aren't supernatural. [/QUOTE]
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Chris just said why I hate wizard/fighter dynamic
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