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General Tabletop Discussion
*Dungeons & Dragons
Fighter Design: The Battle Die
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<blockquote data-quote="Shiroiken" data-source="post: 9399781" data-attributes="member: 6775477"><p>Similar to the old D&D Next playtest, which I was a big fan of. I would suggest the fighter learn different options, rather than simply having all of them available. In addition, I would suggest the following modifications:</p><p></p><ul> <li data-xf-list-type="ul">Accuracy: you may add half the die result, rounded up, to an attack roll. You must decide to use this after rolling the d20, but before knowing the result of the attack.<ul> <li data-xf-list-type="ul">Attack is much more valuable a resource</li> </ul></li> <li data-xf-list-type="ul">Damage: you may add the result to a weapon damage roll.</li> <li data-xf-list-type="ul">Parry: you may add the result to your AC as a reaction to being hit by an attack, possibly turning the hit into a miss.</li> <li data-xf-list-type="ul">Endurance: you may roll the die twice, reducing the damage from an attack by the result.<ul> <li data-xf-list-type="ul">Reducing damage is a lot less powerful than being able to negate an attack.</li> </ul></li> <li data-xf-list-type="ul">Overwhelm: you may add the die result as bludgeoning damage on an attack that does not normally deal damage (e.g., trip, disarm, shove, etc.).</li> <li data-xf-list-type="ul">Relentless: you may add the die result plus your attack modifier to the damage of a missed attack.</li> <li data-xf-list-type="ul">Athletic: you may add the die result to an Athletics, Acrobatics, or Intimidation check<ul> <li data-xf-list-type="ul">I'd use all the Fighter class skills here, but I don't remember them all</li> </ul></li> <li data-xf-list-type="ul">Lucky: you may add the result to a Strength, Constitution, or Dexterity Saving Throw after you roll the d20, but before you know the result.<ul> <li data-xf-list-type="ul">Should be more limited than all saves IMO</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="Shiroiken, post: 9399781, member: 6775477"] Similar to the old D&D Next playtest, which I was a big fan of. I would suggest the fighter learn different options, rather than simply having all of them available. In addition, I would suggest the following modifications: [LIST] [*]Accuracy: you may add half the die result, rounded up, to an attack roll. You must decide to use this after rolling the d20, but before knowing the result of the attack. [LIST] [*]Attack is much more valuable a resource [/LIST] [*]Damage: you may add the result to a weapon damage roll. [*]Parry: you may add the result to your AC as a reaction to being hit by an attack, possibly turning the hit into a miss. [*]Endurance: you may roll the die twice, reducing the damage from an attack by the result. [LIST] [*]Reducing damage is a lot less powerful than being able to negate an attack. [/LIST] [*]Overwhelm: you may add the die result as bludgeoning damage on an attack that does not normally deal damage (e.g., trip, disarm, shove, etc.). [*]Relentless: you may add the die result plus your attack modifier to the damage of a missed attack. [*]Athletic: you may add the die result to an Athletics, Acrobatics, or Intimidation check [LIST] [*]I'd use all the Fighter class skills here, but I don't remember them all [/LIST] [*]Lucky: you may add the result to a Strength, Constitution, or Dexterity Saving Throw after you roll the d20, but before you know the result. [LIST] [*]Should be more limited than all saves IMO [/LIST] [/LIST] [/QUOTE]
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Fighter Design: The Battle Die
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