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General Tabletop Discussion
*Dungeons & Dragons
Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7828726" data-attributes="member: 6802951"><p>I see two basic ways of achieving this:</p><p>1) Increase martial options.</p><p>Take the suggested additional maneuvers in the DMG and run with them. Add more options in combat beyond grappling and shoving. - Give the fighter bonuses and riders to these maneuvers - many of these may replicate Battlemaster maneuvers so give the Battlemaster even better bonuses and riders. </p><p>For example, anyone can shove. Fighter gets to deal their Strength modifier damage on a successful shove and can send the opponent back a distance equivalent to what they rolled on their Str(Athletics) check. Battlemaster has them deal Superiority die as well as Str mod damage, and they deal this damage to anyone they are shoved into.</p><p>These maneuvers should inflict conditions that last longer than just the opponent's next move action. There needs to be a tradeoff for losing the additional damage of a normal attack.</p><p></p><p>2) Leave the Fighter alone. Create a new class based around maneuvers like the Warblade of the Tome of Battle. As Tony Vargas has noted, the Fighter base class has too much combat power in its multiple attacks, and this limits the scope of giving additional capabilities. A new class could be designed so that their DPR was still a little less than a Fighter's, but their maneuvers could give allies advantages, inflict conditions on opponents, and give them out of combat capabilities.</p><p></p><p> The Extreme Explorer Barbarian class in the Eberron supplement has something similar: they can spend Hit Dice to add to some rolls (and take some damage).</p><p>A Fighter variant that spends HD to activate maneuvers would be possible, but I do not think that it is a good mechanic. - I don't like any "Hurt yourself to do X" mechanics since they move the burden of sustaining your health and class abilities onto another character (the healer).</p><p></p><p>The Fighter already has a couple of limited-use abilities that mark it as the "Heroically push beyond their limits" class: Second Wind and Action surge. I would recommend leaving Second Wind as-is.</p><p>Action Surge could be given more capabilities. For example:</p><p>"As part of making a Str, Dex, or Con ability check or saving throw, you may spend an Action Surge. When you do so, you may add all of your Str, Dex and Con modifiers to the roll, rather than just the one normally applicable."</p><p>This would give a potential boost to skill use and a little more resilience against status effects in combat, without adding a big power boost compared to other classes. A well-rounded fighter might get a better bonus than the Rogue's expertise, but only for a limited amount of rolls. I'd actually allow it to be used for mental ability checks and saves (adding Int, Wis and Cha modifiers together.)</p><p>However the issue we run into is that Action Surge is too powerful for an ability like that. As it is, any ability that involves spending an Action surge is competing against taking the extra attacks in combat. Giving more action surges boosts the Fighter's nova, which is not something needing shoring up. More action surges, but each only granting an extra attack might work, but may not be popular.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7828726, member: 6802951"] I see two basic ways of achieving this: 1) Increase martial options. Take the suggested additional maneuvers in the DMG and run with them. Add more options in combat beyond grappling and shoving. - Give the fighter bonuses and riders to these maneuvers - many of these may replicate Battlemaster maneuvers so give the Battlemaster even better bonuses and riders. For example, anyone can shove. Fighter gets to deal their Strength modifier damage on a successful shove and can send the opponent back a distance equivalent to what they rolled on their Str(Athletics) check. Battlemaster has them deal Superiority die as well as Str mod damage, and they deal this damage to anyone they are shoved into. These maneuvers should inflict conditions that last longer than just the opponent's next move action. There needs to be a tradeoff for losing the additional damage of a normal attack. 2) Leave the Fighter alone. Create a new class based around maneuvers like the Warblade of the Tome of Battle. As Tony Vargas has noted, the Fighter base class has too much combat power in its multiple attacks, and this limits the scope of giving additional capabilities. A new class could be designed so that their DPR was still a little less than a Fighter's, but their maneuvers could give allies advantages, inflict conditions on opponents, and give them out of combat capabilities. The Extreme Explorer Barbarian class in the Eberron supplement has something similar: they can spend Hit Dice to add to some rolls (and take some damage). A Fighter variant that spends HD to activate maneuvers would be possible, but I do not think that it is a good mechanic. - I don't like any "Hurt yourself to do X" mechanics since they move the burden of sustaining your health and class abilities onto another character (the healer). The Fighter already has a couple of limited-use abilities that mark it as the "Heroically push beyond their limits" class: Second Wind and Action surge. I would recommend leaving Second Wind as-is. Action Surge could be given more capabilities. For example: "As part of making a Str, Dex, or Con ability check or saving throw, you may spend an Action Surge. When you do so, you may add all of your Str, Dex and Con modifiers to the roll, rather than just the one normally applicable." This would give a potential boost to skill use and a little more resilience against status effects in combat, without adding a big power boost compared to other classes. A well-rounded fighter might get a better bonus than the Rogue's expertise, but only for a limited amount of rolls. I'd actually allow it to be used for mental ability checks and saves (adding Int, Wis and Cha modifiers together.) However the issue we run into is that Action Surge is too powerful for an ability like that. As it is, any ability that involves spending an Action surge is competing against taking the extra attacks in combat. Giving more action surges boosts the Fighter's nova, which is not something needing shoring up. More action surges, but each only granting an extra attack might work, but may not be popular. [/QUOTE]
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Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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