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*Dungeons & Dragons
Fighter: Gladiator
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<blockquote data-quote="WaywardWaffle" data-source="post: 6783062" data-attributes="member: 6802518"><p>First, the double damage is used in the Rouge Assassin's level 17 ability, where you double damage on a surprised enemy (which can reach frankly ludicrous levels with sneak attack) </p><p>Second, I did play around with a critical hit but for a once per rest feature an ordinary critical did not feel strong enough, and I felt that double damage would really pack a punch.</p><p></p><p></p><p></p><p>The dozens of opportunity attacks was intended, I wanted the ability to be similar to the Underdark Unleashed Arcana Tunnel Fighter fighting style. I didn't want to allow the opportunity attack on disengage because I didn't want to step on the toes of the Sentinel feat. </p><p>I notice that your update to Ferro Necari has enemies ONLY able to attack the Gladiator, I wanted to avoid this because the gladiator is not meant to have any kind of magic or mind control, martial abilities should give an incentive to do something, rather than force them to.</p><p>I agree that level 10 should give the buff to Ferro Necari but forcing the opponents to do something goes against the flavour of a martial class.</p><p></p><p></p><p></p><p>This is also something I considered, but I eventually decided that a gladiator does not pick people that they entertain, they draw the whole crowd's attention. Plus even 1/2 of Fighter Level at level 7 would be most if not all of a typical adventuring party, and I'd rather not leave party members out, or worse, have one player be bitter because the fighter had to choose someone else to give the buff to. I think Charisma being interspersed into the effectiveness of various abilities not only covers players knowing that they need at least some kind of charisma score, but also more accurately uses the charisma score as it's described, Force of Personality.</p><p>Finally, about this change, the class is already very complex, and I felt like I was constantly on the precipice of going too far. A kind of mechanical overload you would find in previous editions. It's much simpler to say all allies than to have the player stop the flow of the game to pick out who gets the benefits of the features.</p><p></p><p>I do feel like Sine Remissione could be reworked, it's kind of an outlier in it's flavour, or more like... it sticks out as an ability that only works with the others because I made it stack with a later feature, maybe that one could be reworked in a way reminiscent of Sentinel, but without removing the option of taking the feat from a fighter.</p><p></p><p>Thanks for your feedback, it gave me plenty to think about.</p></blockquote><p></p>
[QUOTE="WaywardWaffle, post: 6783062, member: 6802518"] First, the double damage is used in the Rouge Assassin's level 17 ability, where you double damage on a surprised enemy (which can reach frankly ludicrous levels with sneak attack) Second, I did play around with a critical hit but for a once per rest feature an ordinary critical did not feel strong enough, and I felt that double damage would really pack a punch. The dozens of opportunity attacks was intended, I wanted the ability to be similar to the Underdark Unleashed Arcana Tunnel Fighter fighting style. I didn't want to allow the opportunity attack on disengage because I didn't want to step on the toes of the Sentinel feat. I notice that your update to Ferro Necari has enemies ONLY able to attack the Gladiator, I wanted to avoid this because the gladiator is not meant to have any kind of magic or mind control, martial abilities should give an incentive to do something, rather than force them to. I agree that level 10 should give the buff to Ferro Necari but forcing the opponents to do something goes against the flavour of a martial class. This is also something I considered, but I eventually decided that a gladiator does not pick people that they entertain, they draw the whole crowd's attention. Plus even 1/2 of Fighter Level at level 7 would be most if not all of a typical adventuring party, and I'd rather not leave party members out, or worse, have one player be bitter because the fighter had to choose someone else to give the buff to. I think Charisma being interspersed into the effectiveness of various abilities not only covers players knowing that they need at least some kind of charisma score, but also more accurately uses the charisma score as it's described, Force of Personality. Finally, about this change, the class is already very complex, and I felt like I was constantly on the precipice of going too far. A kind of mechanical overload you would find in previous editions. It's much simpler to say all allies than to have the player stop the flow of the game to pick out who gets the benefits of the features. I do feel like Sine Remissione could be reworked, it's kind of an outlier in it's flavour, or more like... it sticks out as an ability that only works with the others because I made it stack with a later feature, maybe that one could be reworked in a way reminiscent of Sentinel, but without removing the option of taking the feat from a fighter. Thanks for your feedback, it gave me plenty to think about. [/QUOTE]
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