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Complex fighter pitfalls
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<blockquote data-quote="Vikingkingq" data-source="post: 5954436" data-attributes="member: 66208"><p>Why should that cause suspension of disbelief problems? At the level at which you're fighting Great Wyrms, the Fighter should be the equivalent of Hercules, Grappling Nemean Lions and Cretan Bulls, etc.</p><p></p><p>The only problem that I can see is effectiveness - and that's a matter of adjusting math, and should be easier in bounded accuracy systems. </p><p></p><p></p><p>Agreed, if they remain in their traditional form. I think they could be improved for higher levels. Disarm is pretty meh, given that people can pick up their sword - but let's say that by level 10, Disarm becomes Greater Disarm so that you can grab their weapon or toss it away as part of the same action (which could be really powerful against a BBEG with an incredibly powerful sword or plot-crucial magical item). Trip could become more of a knock-down, both dropping them prone and stunning them for 1+ rounds, Bull Rush could dramatically increase the distance you can push so you can start throwing them around the room; alternatively, you could make them AOE so that Fighters plow through hordes of enemies like a battering ram. </p><p></p><p>On 3, I agree that either Maneuvers should do damage in addition or you should be able to attack and maneuver on the same turn.</p></blockquote><p></p>
[QUOTE="Vikingkingq, post: 5954436, member: 66208"] Why should that cause suspension of disbelief problems? At the level at which you're fighting Great Wyrms, the Fighter should be the equivalent of Hercules, Grappling Nemean Lions and Cretan Bulls, etc. The only problem that I can see is effectiveness - and that's a matter of adjusting math, and should be easier in bounded accuracy systems. Agreed, if they remain in their traditional form. I think they could be improved for higher levels. Disarm is pretty meh, given that people can pick up their sword - but let's say that by level 10, Disarm becomes Greater Disarm so that you can grab their weapon or toss it away as part of the same action (which could be really powerful against a BBEG with an incredibly powerful sword or plot-crucial magical item). Trip could become more of a knock-down, both dropping them prone and stunning them for 1+ rounds, Bull Rush could dramatically increase the distance you can push so you can start throwing them around the room; alternatively, you could make them AOE so that Fighters plow through hordes of enemies like a battering ram. On 3, I agree that either Maneuvers should do damage in addition or you should be able to attack and maneuver on the same turn. [/QUOTE]
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