D&D Nextwave/My fantasy heartbreaker

So. From what I can tell from the most recent readthrough, D&D Next appears to be, to put it bluntly, a mess, especially round fighters and rogues. So I thought I'd pitch in with my own suggestions (which are open to all takers of course - if anyone publishes based on them I'd like credit but no more).

Take 15. When someone with advantage could normally Take 10 they can instead take 15.

Fighters and rogues each come with descriptive words. When rolling a skill, or when a fighter rolls an attack roll and either uses or implies their descriptive word they act at advantage unless it is obvious they are taking the piss. (So when a brutal fighter brutally attacks someone they act with advantage - for a fighter to brutally hide in shadows would be taking the piss). Yes, this means that the fighter is intended to strike with advantage most of the time. They are, after all, fighters. They are also intended to make most of their saving throws with advantage, as is the rogue. The rogue instead gets an in combat trick and an out of combat trick per advantage.

Fighter Descriptors: (At first level a fighter chooses two, and then gets bonus ones)
Powerful: When a powerful fighter attacks, instead of attacking at advantage they may choose to do double damage (including any bonus damage). Multiply damage done by a powerful fighter to inanimate objects by their level.
Brutal: When a brutal fighter attacks, instead of attacking at advantage they may choose to knock the enemy prone. A brutal fighter never suffers penalties to making intimidate checks when smaller or outnumbered.
Ambidextrous: When an ambidextrous fighter attacks, instead of attacking at advantage they may make one attack with each weapon. An ambidextrous fighter can use either hand without penalty or even claim "I am not left handed" for any task.
Watchful: When a watchful fighter attacks someone, instead of acting at advantage they may focus on their target. If that target takes their eye off the fighter to either move or attack someone other than the fighter until after the fighter's next attack, the fighter can make a free attack on them as an immediate action. A watchful fighter adds +5 to their passive notice score.
Fast: Instead of getting advantage on a single attack the fighter may make two attacks against different targets. (Note that this may be used with e.g. greatswords, unlike ambidextrous). A fast fighter moves 5' faster per level than most people (including jumps, climbs, and swims).
Guarded: Instead of gaining advantage on an attack, the guarded fighter can inflict disadvantage against any attack made against them until the start of their next turn. A guarded fighter suffers no penalty from being surprised or flanked.

Rogue attributes: (Rogues start with three)
Sneaky: A sneaky rogue can hide with no cover unless personally being watched. The smallest distraction (including other party members) is enough.
Slippery: A slippery rogue ignores opposing opportunity attacks. They can also blend in to a crowd effortlessly, and move through one or over any sort of terrain without slowing. (Note: In combat this means flanking for advantage)
Deceitful: A deceitful rogue may as a free action make a bluff check against their opponent 1/round. If they succeed they gain Advantage on attack rolls against that target - if they fail their opponent does. (Note: expectation is the rogue will normally succeed). Further, if a deceitful rogue convinces someone of something and they are later corrected, the rogue will not be considered an obvious suspect.
Athletic: An athletic rogue may climb or jump anything that can be climbed or jumped by a normal human at full speed, and may climb overhangs or sheer glass at DC 20. At sixth level they can balance on water or rice paper, at ninth they can tightrope walk on an ordinary thread, and at twelfth they can balance on air. An athletic rogue dropping from above gains advantage on the attack and if they land safely add half the falling damage they would take to the attack. (Note: The reason why this scales obviously that most of the other advantages do covertly as they are primarily social, but movement powers scale due to wizard powers).
Disguised: When a disguised rogue is wearing insignia from members of the other side, their first attack against each foe grants them advantage. Further 1/session they may declare themselves to have left the stage - and later on in the session they may reveal themselves as a nameless NPC the PCs are otherwise interacting with (including the Lich's Elite Bodyguard but not the lich itself).
Deft: Using thievery for a deft rogue is a swift action 1/round. In combat they can make a thievery check to distract the enemy - if they succed they have advantage on their next attack, if they fail they provoke an opportunity attack.

How is this looking?
 
Last edited:

log in or register to remove this ad

Would have been better without the "bluntly, a mess" comment, but that's a nitpick. I'll be stealing the take-15 idea, thanks.

The Fighter/Rogue descriptors stuff is similar to something I'd been noodling around for a while but never quite got into a usable form. I'd be interested to see where you go with that. (Certainly, the notion of a rules-lighter/more flexible 'descriptor' system for custom building attacks is very appealing.)
 


Interesting. The per level stuff is broken. A 10th level brutal fighter could easily deal 100 damage to a portcullis, breaking it outright. A 10th level fast fighter moves 80' per round, as fast as a horse!

If you want superheroes at 10th level I suppose it's fine, otherwise I'd cut the "per level" stuff.
 

Can I ask what the goal is? The Fighter, for example, basically only gets better at fighting, and not really anything else most of the time (he might be faster or something, but once he gets somewhere, the only thing he has is to do is fight). You think that 5e seems like "a mess" right now, but what, exactly, are you aiming to fix? I think I'd need to know that before I can give feedback on your proposed solutions.

Interesting. The per level stuff is broken. A 10th level brutal fighter could easily deal 100 damage to a portcullis, breaking it outright. A 10th level fast fighter moves 80' per round, as fast as a horse!

If you want superheroes at 10th level I suppose it's fine, otherwise I'd cut the "per level" stuff.
Considering the Rogue can potentially balance on air at 12th level (or water at 6th level), I think "superhero" is intentional.
 
Last edited:

Interesting. The per level stuff is broken. A 10th level brutal fighter could easily deal 100 damage to a portcullis, breaking it outright. A 10th level fast fighter moves 80' per round, as fast as a horse!

If you want superheroes at 10th level I suppose it's fine, otherwise I'd cut the "per level" stuff.

10th level is a historic threshold; it's the point at which a fighter gets an army in AD&D. 8th level is the point at which someone is explicitely called a superhero. And 5th level is the point at which the wizard starts flying and gaining a lot of other shenanigans.

And what I'm trying to do is give the fighter and especially the rogue a meaningful ability to be mroe than a warm body interacting with their environment outside combat.
 

Remove ads

Top