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Fighter - additional abilities
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<blockquote data-quote="Set" data-source="post: 4606520" data-attributes="member: 41584"><p>That's a cool one. Among the various 'house rules' being floated around on this topic;</p><p> </p><p>1) Fighters no longer suffer a movement penalty from proficient armors, only from encumbrance.</p><p>2) All armors work this way for *all* proficient characters.</p><p>3) Medium armors only reduce movement by 5, not 10.</p><p> </p><p></p><p> </p><p>Another popular one.</p><p> </p><p>My version of this back in Alpha was extra damage dice based on the weapon die. Someone sacrificing two iterative attacks with a longsword that does 1d8 would do +2d8. Someone sacrificing two iterative attacks with a greatsword doing 2d6 would do +4d6.</p><p> </p><p></p><p> </p><p>That's a neat one.</p><p> </p><p>My own suggestions for Fighters, back in Alpha, were;</p><p> </p><p>1) Damage bonus with melee or ranged weapons (or even unarmed attacks) equal to 1/2 Fighter level, rounded down. A 1st level Fighter does +1 damage, 1 3rd level Fighter +2, etc. up to +10 damage at 19th level.</p><p> </p><p>2) Improved benefit from proficient armor. A Fighter gains an extra +1 armor bonus from any light armor worn, an extra +2 armor bonus from any medium armor worn and an extra +3 armor bonus from any heavy armor worn.</p><p> </p><p>3) A class ability that allows the Fighter to swap modifiers around, similar to Power Attack (+dam, -atk) and Combat Expertise (+def, -atk). With the new damage bonus option in 1), the Fighter would be able to take 'Precise Attack' (-dam, +atk) as an option, for example. Other classes can take the Combat Expertise and Power Attack feats to simulate these options, but a Fighter should get them right out of the box, learning how to 'choke up' on a swing to get more power or accuracy, or fight more defensively, as part of 'Fighter 101.'</p><p> </p><p>4) The option to impose Conditions with special strikes. Blow to the head to daze (success) or stun (sucess +5) a foe for a round or two. Slashing blow to the temple to open a bleeding wound and dazzle (success) or blind (success +5) a foe for a round or two. Morningstar to the junk to sicken (success) or nauseate (success +5) a foe for a round or two. Half of the Conditions in the DMG could be imposed by an appropriate weapon to a particular body part, and there are a few floating around (such as the 'lamed' condition imposed by Caltrops) that could also be worked into such a series of options.</p><p> </p><p>These shouldn't be Feats only available to 16th level Fighters who critically hit someone. That's lame beyond lame. Perhaps they should be feats, but they should be feats that any low level Fighter can start taking, since the majority of them, upon 'success' will only be inflicting a -1 or -2 penalty to rolls for a round or two. Given that a successful Intimidate skill use can do that much, they certainly don't need to be high-tier options!</p><p> </p><p>5) Extra dice option instead of iterative attacks, as you mention above.</p><p> </p><p>6) Ability to be a 'lightly armored warrior.' At 1st level, a Fighter can choose to sacrifice Heavy Armor and Tower Shield proficiency for a +1 dodge bonus to Armor Class. He can also choose to sacrifice Medium Armor and Heavy Shield proficiency for *another* +1 dodge bonus to Armor Class. He can also choose to sacrifice Light Armor and Light Shield proficiency for a third and final +1 dodge bonus to Armor Class. If someone comes from the desert, and will never be wearing anything heavier than a Chain Shirt, he can give up Heavy and Medium Armor proficiencies (and larger shields) for a +2 Dodge Bonus to AC. It's not a replacement for full plate, but it's better than nothing!</p></blockquote><p></p>
[QUOTE="Set, post: 4606520, member: 41584"] That's a cool one. Among the various 'house rules' being floated around on this topic; 1) Fighters no longer suffer a movement penalty from proficient armors, only from encumbrance. 2) All armors work this way for *all* proficient characters. 3) Medium armors only reduce movement by 5, not 10. Another popular one. My version of this back in Alpha was extra damage dice based on the weapon die. Someone sacrificing two iterative attacks with a longsword that does 1d8 would do +2d8. Someone sacrificing two iterative attacks with a greatsword doing 2d6 would do +4d6. That's a neat one. My own suggestions for Fighters, back in Alpha, were; 1) Damage bonus with melee or ranged weapons (or even unarmed attacks) equal to 1/2 Fighter level, rounded down. A 1st level Fighter does +1 damage, 1 3rd level Fighter +2, etc. up to +10 damage at 19th level. 2) Improved benefit from proficient armor. A Fighter gains an extra +1 armor bonus from any light armor worn, an extra +2 armor bonus from any medium armor worn and an extra +3 armor bonus from any heavy armor worn. 3) A class ability that allows the Fighter to swap modifiers around, similar to Power Attack (+dam, -atk) and Combat Expertise (+def, -atk). With the new damage bonus option in 1), the Fighter would be able to take 'Precise Attack' (-dam, +atk) as an option, for example. Other classes can take the Combat Expertise and Power Attack feats to simulate these options, but a Fighter should get them right out of the box, learning how to 'choke up' on a swing to get more power or accuracy, or fight more defensively, as part of 'Fighter 101.' 4) The option to impose Conditions with special strikes. Blow to the head to daze (success) or stun (sucess +5) a foe for a round or two. Slashing blow to the temple to open a bleeding wound and dazzle (success) or blind (success +5) a foe for a round or two. Morningstar to the junk to sicken (success) or nauseate (success +5) a foe for a round or two. Half of the Conditions in the DMG could be imposed by an appropriate weapon to a particular body part, and there are a few floating around (such as the 'lamed' condition imposed by Caltrops) that could also be worked into such a series of options. These shouldn't be Feats only available to 16th level Fighters who critically hit someone. That's lame beyond lame. Perhaps they should be feats, but they should be feats that any low level Fighter can start taking, since the majority of them, upon 'success' will only be inflicting a -1 or -2 penalty to rolls for a round or two. Given that a successful Intimidate skill use can do that much, they certainly don't need to be high-tier options! 5) Extra dice option instead of iterative attacks, as you mention above. 6) Ability to be a 'lightly armored warrior.' At 1st level, a Fighter can choose to sacrifice Heavy Armor and Tower Shield proficiency for a +1 dodge bonus to Armor Class. He can also choose to sacrifice Medium Armor and Heavy Shield proficiency for *another* +1 dodge bonus to Armor Class. He can also choose to sacrifice Light Armor and Light Shield proficiency for a third and final +1 dodge bonus to Armor Class. If someone comes from the desert, and will never be wearing anything heavier than a Chain Shirt, he can give up Heavy and Medium Armor proficiencies (and larger shields) for a +2 Dodge Bonus to AC. It's not a replacement for full plate, but it's better than nothing! [/QUOTE]
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