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General Tabletop Discussion
*Pathfinder & Starfinder
Complex fighter pitfalls
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<blockquote data-quote="Crazy Jerome" data-source="post: 5961086" data-attributes="member: 54877"><p>This would be a good modification to the playtest rules thus far, all by itself. Giving the fighter an extra die or two, then letting him choose to split those or not, makes him a lot more effective at taking down weaker or injured opponents, but gives him a decision to make. Unlike multiple attacks direct, it can be more readily flavored as a choice made up front. (The tendency of fighters in 3E to want to see the results of one attack before making the next was a big part of the speed bump with them.) </p><p> </p><p>Let the fighter declare a split of dice and mod however he wants, at least one die per opponent selected. So the playtest fighter can allocate his 2d6 among one or two opponents, and then split the +7 damage likewise. Call a split, then roll attacks. </p><p> </p><p>As dice are added at higher levels, it won't be near the scary thing one would expect, because the opponents will be stronger, and the fighter will only split when it makes sense (or needs to gamble against injured foes). You could add a die every other level, or even every third level, and supplement with some straight plusses to damage.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5961086, member: 54877"] This would be a good modification to the playtest rules thus far, all by itself. Giving the fighter an extra die or two, then letting him choose to split those or not, makes him a lot more effective at taking down weaker or injured opponents, but gives him a decision to make. Unlike multiple attacks direct, it can be more readily flavored as a choice made up front. (The tendency of fighters in 3E to want to see the results of one attack before making the next was a big part of the speed bump with them.) Let the fighter declare a split of dice and mod however he wants, at least one die per opponent selected. So the playtest fighter can allocate his 2d6 among one or two opponents, and then split the +7 damage likewise. Call a split, then roll attacks. As dice are added at higher levels, it won't be near the scary thing one would expect, because the opponents will be stronger, and the fighter will only split when it makes sense (or needs to gamble against injured foes). You could add a die every other level, or even every third level, and supplement with some straight plusses to damage. [/QUOTE]
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