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General Tabletop Discussion
*Dungeons & Dragons
Fighter Subclass: The Bravura! (INT-based, tactical, non-magical)
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<blockquote data-quote="Guest 6801328" data-source="post: 7325011"><p>This is great feedback. Thanks, all. I only have time for a quick response at the moment:</p><p></p><p>1. Reason for 1 reaction per turn is so that you can't, for example, get a whole bunch of opportunity attacks at once. OP synergy with War Caster.</p><p></p><p>2. One way to limit power of War Caster and Sneak Attack would be to only allow reactions to be traded for weapon attacks and bonus action. That would allow, at most, 2 extra reactions for somebody who dipped 3 levels. Or just tie maximum number of reactions to level to restrict it even further. That would mean one less use for INT, though.</p><p></p><p>3. I don't love the idea of extending the range of what are really melee range interactions based on INT. That starts to feel, to me, like a return to feeling like magic without being magic. I'd rather grant extra movement. But the problem with granting extra movement is that using it all at once doesn't feel appropriate. This is he opportunistic/reactive class, not the Monk. So how about at level 3 you are allowed to use movement as part of any reaction, up to your movement rate, deducting it from your movement on your next turn. At level 7 you get 5 'free' feet per reaction, and that increases by 5' at 10, 15, and 18. So that by 18 if you move 30' for your reaction, you only deduct 10' from your total.</p><p></p><p>4. That leaves us with uses for Int. I have some ideas but want to flesh them out.</p><p></p><p>5. "So Crazy It Just Might Work": I really wanted an ability that represented making a "plan" for the whole party, as opposed to just bestowing a bonus on one person. I have some other variants of this I'll share later.</p><p></p><p>6. Action Surge for reaction. Because you get more Moves and more movement at higher levels, the new abilities at those levels don't have to be very powerful (compare to Battlemaster, for example.) It's true that in general an Action Surge for 1 reaction is a bad trade, especially at higher level...unless you've used all your reactions and something really important comes up. Then it's worth the trade. So that was the idea: if you're in a bind you still have one (or two, really) tricks up your sleeve.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7325011"] This is great feedback. Thanks, all. I only have time for a quick response at the moment: 1. Reason for 1 reaction per turn is so that you can't, for example, get a whole bunch of opportunity attacks at once. OP synergy with War Caster. 2. One way to limit power of War Caster and Sneak Attack would be to only allow reactions to be traded for weapon attacks and bonus action. That would allow, at most, 2 extra reactions for somebody who dipped 3 levels. Or just tie maximum number of reactions to level to restrict it even further. That would mean one less use for INT, though. 3. I don't love the idea of extending the range of what are really melee range interactions based on INT. That starts to feel, to me, like a return to feeling like magic without being magic. I'd rather grant extra movement. But the problem with granting extra movement is that using it all at once doesn't feel appropriate. This is he opportunistic/reactive class, not the Monk. So how about at level 3 you are allowed to use movement as part of any reaction, up to your movement rate, deducting it from your movement on your next turn. At level 7 you get 5 'free' feet per reaction, and that increases by 5' at 10, 15, and 18. So that by 18 if you move 30' for your reaction, you only deduct 10' from your total. 4. That leaves us with uses for Int. I have some ideas but want to flesh them out. 5. "So Crazy It Just Might Work": I really wanted an ability that represented making a "plan" for the whole party, as opposed to just bestowing a bonus on one person. I have some other variants of this I'll share later. 6. Action Surge for reaction. Because you get more Moves and more movement at higher levels, the new abilities at those levels don't have to be very powerful (compare to Battlemaster, for example.) It's true that in general an Action Surge for 1 reaction is a bad trade, especially at higher level...unless you've used all your reactions and something really important comes up. Then it's worth the trade. So that was the idea: if you're in a bind you still have one (or two, really) tricks up your sleeve. [/QUOTE]
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Fighter Subclass: The Bravura! (INT-based, tactical, non-magical)
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