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General Tabletop Discussion
*Dungeons & Dragons
Class variants: ranger, fighter, and others ("Class X" series)
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<blockquote data-quote="Quickleaf" data-source="post: 6667836" data-attributes="member: 20323"><p>Thanks for the feedback, gentlemen! First, the fighter...</p><p></p><p> [MENTION=6795419]Cortrillion[/MENTION] My fighter class is meant to provide options, though I think the battlemaster is a bit more complex actually. You only start with 2 talents in my version of the fighter (e.g. devastating strike & pommel strike) after all, compared to...what, 4 maneuvers? for the battlemaster. Of course, you could use this fighter class WITH the battlemaster and then you'd have options up the wazoo!</p><p></p><p>As for the question of Parry, I did debate about making it automatic damage reduction exactly as you describe. I decided against this for a couple of reasons:</p><ul> <li data-xf-list-type="ul">In order to balance at-will parrying without the d20 roll, I would need to reduce the damage reduction to the point that it wouldn't *feel* like truly parrying, it would feel like turning an attack into a less powerful attack or a grazing blow.</li> <li data-xf-list-type="ul">The not knowing whether an attack will be parried or not is actually a positive, since it immerses the fighter player more and minimizes meta-game thinking like "well, I'm at X hit points, and so-and-so can only hit for Y damage, so as long as I parry I'm good."</li> <li data-xf-list-type="ul">Because characters only get one reaction per round, this is a built in limit on how often the fighter will be parrying.</li> </ul><p></p><p> [MENTION=6787234]peterka99[/MENTION] Great comments, thanks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>How do you see the Veteran as less powerful than the Champion? I actually think the Veteran is a little *more* powerful because he has control over when he uses Fighting Talents, while the Champion's critical hits are at the whim of the dice. And frequency of use for talents will probably be every other round, maybe every round at higher levels, which is probably on par or slightly better than frequency of critical hits.</p><p></p><p>As for the talents, maybe there's a misunderstanding. This fighter would take 2 talents at 1st level, say Devastating Strike & Pommel Strike. NOT 2 entire categories like ALL Great Weapon Talents and ALL Archery Talents. Make sense? Do you still think it's too much?</p><p></p><p></p><p>Do you see me making that mistake somewhere?</p><p></p><p></p><p>No, I wasn't planning on it. I actually think the paladin class is well designed the way it is.</p><p></p><p></p><p>Yes, the talents are meant to be more complex. For someone who wants a simplified fighter then the PHB Fighter with Champion sub-class is the best option. My class is for people who want a more granular fighter (though without getting bogged down in complexities like the BD&D Weapon Mastery table...that gives me a headache even thinking about, haha).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6667836, member: 20323"] Thanks for the feedback, gentlemen! First, the fighter... [MENTION=6795419]Cortrillion[/MENTION] My fighter class is meant to provide options, though I think the battlemaster is a bit more complex actually. You only start with 2 talents in my version of the fighter (e.g. devastating strike & pommel strike) after all, compared to...what, 4 maneuvers? for the battlemaster. Of course, you could use this fighter class WITH the battlemaster and then you'd have options up the wazoo! As for the question of Parry, I did debate about making it automatic damage reduction exactly as you describe. I decided against this for a couple of reasons: [list][*]In order to balance at-will parrying without the d20 roll, I would need to reduce the damage reduction to the point that it wouldn't *feel* like truly parrying, it would feel like turning an attack into a less powerful attack or a grazing blow. [*]The not knowing whether an attack will be parried or not is actually a positive, since it immerses the fighter player more and minimizes meta-game thinking like "well, I'm at X hit points, and so-and-so can only hit for Y damage, so as long as I parry I'm good." [*]Because characters only get one reaction per round, this is a built in limit on how often the fighter will be parrying.[/list] [MENTION=6787234]peterka99[/MENTION] Great comments, thanks :) How do you see the Veteran as less powerful than the Champion? I actually think the Veteran is a little *more* powerful because he has control over when he uses Fighting Talents, while the Champion's critical hits are at the whim of the dice. And frequency of use for talents will probably be every other round, maybe every round at higher levels, which is probably on par or slightly better than frequency of critical hits. As for the talents, maybe there's a misunderstanding. This fighter would take 2 talents at 1st level, say Devastating Strike & Pommel Strike. NOT 2 entire categories like ALL Great Weapon Talents and ALL Archery Talents. Make sense? Do you still think it's too much? Do you see me making that mistake somewhere? No, I wasn't planning on it. I actually think the paladin class is well designed the way it is. Yes, the talents are meant to be more complex. For someone who wants a simplified fighter then the PHB Fighter with Champion sub-class is the best option. My class is for people who want a more granular fighter (though without getting bogged down in complexities like the BD&D Weapon Mastery table...that gives me a headache even thinking about, haha). [/QUOTE]
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Class variants: ranger, fighter, and others ("Class X" series)
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