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D&D Next Q&A 9/20
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<blockquote data-quote="Scars Unseen" data-source="post: 6019615" data-attributes="member: 10196"><p>I've mentioned this one before, but I think that the fighter could support an <em>almost</em> AEDU approach without breaking the simulationist hangup that some(including myself) have with the 4E fighter. Create 3 categories of abilities: maneuvers, stunts, and tricks.</p><p></p><p>Maneuvers are at will, and use expertise dice as the playtest currently permit.</p><p></p><p>Stunts represent strenuous activity and share a resource pool(or maybe do temporary CON damage) that recharges after a short rest. Mostly high damage and damage distribution attacks(or damage mitigation) here. Whirlwind Attack and Shield Brace(which would let you totally negate a successful attack) would be decent examples of this.</p><p></p><p>Tricks represent feint/attack combos and each can only be performed once per combat. This could include status effects (such as temporarily blinding an opponent), redirecting a successful incoming attack to an adjacent opponent and, at high level, really cool stuff like Vorpal Strike(I don't think I need to explain what that one would do).</p><p></p><p>This would allow for varying tiers of options available in a fight and the resulting resource management while avoiding the metagame issues involved with martial dailies. More importantly, it opens up the possibility of some really cool and powerful late game abilities that make sense for a highly experienced warrior that just wouldn't be possible if you could pull it off every round.</p></blockquote><p></p>
[QUOTE="Scars Unseen, post: 6019615, member: 10196"] I've mentioned this one before, but I think that the fighter could support an [i]almost[/i] AEDU approach without breaking the simulationist hangup that some(including myself) have with the 4E fighter. Create 3 categories of abilities: maneuvers, stunts, and tricks. Maneuvers are at will, and use expertise dice as the playtest currently permit. Stunts represent strenuous activity and share a resource pool(or maybe do temporary CON damage) that recharges after a short rest. Mostly high damage and damage distribution attacks(or damage mitigation) here. Whirlwind Attack and Shield Brace(which would let you totally negate a successful attack) would be decent examples of this. Tricks represent feint/attack combos and each can only be performed once per combat. This could include status effects (such as temporarily blinding an opponent), redirecting a successful incoming attack to an adjacent opponent and, at high level, really cool stuff like Vorpal Strike(I don't think I need to explain what that one would do). This would allow for varying tiers of options available in a fight and the resulting resource management while avoiding the metagame issues involved with martial dailies. More importantly, it opens up the possibility of some really cool and powerful late game abilities that make sense for a highly experienced warrior that just wouldn't be possible if you could pull it off every round. [/QUOTE]
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