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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="mellored" data-source="post: 7325911" data-attributes="member: 6801209"><p>Dunno.</p><p></p><p>It depends on how narrow/borad the contingencies are. Though I see no issue trading them, as you might change your plan if you find a magic bow vs a magic great sword.</p><p></p><p></p><p>Also, yea. 5' default for contingencies.</p><p>Shooting an arrow out of the air with another arrow would be cool.</p><p></p><p></p><p>I imagine most will have 3 levels.</p><p></p><p>i.e. </p><p>When you ally hits with an attack, you can add 1d8+Int their damage.</p><p>If you have 1 free hand, add 1d10 damage.</p><p>If you have 2 free hands, add 1d12 damage.</p><p></p><p>That said, i havn't looked up the item interaction rule. So it might need a little finagling.</p><p></p><p>Right. Avoid OA's should be a thing.</p><p>Though I also agree that running around completly free might be a bit OP.</p><p></p><p>So... you can avoid OA's, but at a cost...</p><p></p><p>You can avoid Int OA's per turn?</p><p>Give up some movement?</p><p>Give up a reaction?</p><p></p><p></p><p>I think I like avoiding Int OAs's best.</p><p></p><p>I like that. Works for both for "Let's all charm the king" to ""Everyone push them the oger off a cliff", and "Everyone get ready to land after jumping off the air ship".</p><p></p><p>Though, how about +Int bonus?</p><p></p><p><strong>All Together!</strong></p><p>When faced with a challenge, whether physical, social, or intellectual, your ability to formulate a plan based on teamwork can help the group succeed. As an action, choose a skill and a course of action. For instance, you might say "Let's climb the wall" and choose Althetics. Each creature (including you) who can hear and understand you gains a bonus equal to your Intelligence modifier to their next attempt at performing that action within the next 1 minute. Once you use this ability, you cannot use it again until you take a short rest.</p><p></p><p>I agree. Leave healing as an optional contingency.</p><p></p><p>I mean, if your playing an evil blood thirsty goliath with polearm master + sentinel (One of my favorite 4e characters), it would be pretty odd that you would suddenly learn to bind a wound.</p><p></p><p></p><p>I agree, but it's better than extra reactions.</p><p>Got another ideas?</p><p></p><p></p><p>One more thought. The default rules already have -10 speed for low Str people wearing heavy armor. So I wouldn't worry about the medium armor speed thing.</p></blockquote><p></p>
[QUOTE="mellored, post: 7325911, member: 6801209"] Dunno. It depends on how narrow/borad the contingencies are. Though I see no issue trading them, as you might change your plan if you find a magic bow vs a magic great sword. Also, yea. 5' default for contingencies. Shooting an arrow out of the air with another arrow would be cool. I imagine most will have 3 levels. i.e. When you ally hits with an attack, you can add 1d8+Int their damage. If you have 1 free hand, add 1d10 damage. If you have 2 free hands, add 1d12 damage. That said, i havn't looked up the item interaction rule. So it might need a little finagling. Right. Avoid OA's should be a thing. Though I also agree that running around completly free might be a bit OP. So... you can avoid OA's, but at a cost... You can avoid Int OA's per turn? Give up some movement? Give up a reaction? I think I like avoiding Int OAs's best. I like that. Works for both for "Let's all charm the king" to ""Everyone push them the oger off a cliff", and "Everyone get ready to land after jumping off the air ship". Though, how about +Int bonus? [B]All Together![/B] When faced with a challenge, whether physical, social, or intellectual, your ability to formulate a plan based on teamwork can help the group succeed. As an action, choose a skill and a course of action. For instance, you might say "Let's climb the wall" and choose Althetics. Each creature (including you) who can hear and understand you gains a bonus equal to your Intelligence modifier to their next attempt at performing that action within the next 1 minute. Once you use this ability, you cannot use it again until you take a short rest. I agree. Leave healing as an optional contingency. I mean, if your playing an evil blood thirsty goliath with polearm master + sentinel (One of my favorite 4e characters), it would be pretty odd that you would suddenly learn to bind a wound. I agree, but it's better than extra reactions. Got another ideas? One more thought. The default rules already have -10 speed for low Str people wearing heavy armor. So I wouldn't worry about the medium armor speed thing. [/QUOTE]
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Fighter Subclass: The Bravura! (INT-based, tactical, non-magical)
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