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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: 7327065"><p>Well, sure...<em>and</em> this is D&D 5e, not a military simulation. If you're trying predict a round ahead, and failing to do so well severely limits your effectiveness, we've got a class design that is an order of magnitude more challenging to play than any other class out there. Again, I don't think that's appropriate for 5e. </p><p></p><p>The idea is that the <em>character</em> is great at predicting events, just like the Wizard character is great at casting spells. The mechanics merely simulate this, without expecting the player to have the same level of skill. Responding to events in other people's turns, and deciding whether to spend a reaction or hold it, is still way more tactical than anything else in 5e.</p><p></p><p>And also way more tactical than the standard wish list for Warlord. Why is the bar suddenly so much higher? </p><p></p><p></p><p></p><p>Because this design has several major...perhaps too major...advantages over doing damage on your turn:</p><p>1) Besides letting people who do more damage than you make the attack, you are doing so before your turn, which may mean before the turn of the enemy. Potentially killing enemies before they get to take a turn, rather than after they attack, is big.</p><p>2) Intervening to prevent enemy attacks, or help allies with saving throws, instead of responding after it has happened, is also a pretty big deal.</p><p>3) If none of those things occur, you still get to make your regular attacks on your turn, which number up to 4.</p><p></p><p> </p><p></p><p>First, because it would just be really fun to play with tons of reactions.</p><p></p><p>And also, again, because maybe I'm doing it before the enemies turn, and you would do it after. And maybe I get Sneak Attack, or just do more damage in general.</p><p></p><p></p><p></p><p></p><p>I honestly find it surprising that you're so interested in 'tactics' and yet you put so much emphasis on damage output.</p><p></p><p>This design isn't about simply maximizing damage output, it's about having fun with a whole different set of mechanics. The particulars can always be tweaked to tune the effectiveness.</p><p></p><p>If you become interested again I'd love to have your ideas/suggestions/concerns.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7327065"] Well, sure...[I]and[/I] this is D&D 5e, not a military simulation. If you're trying predict a round ahead, and failing to do so well severely limits your effectiveness, we've got a class design that is an order of magnitude more challenging to play than any other class out there. Again, I don't think that's appropriate for 5e. The idea is that the [I]character[/I] is great at predicting events, just like the Wizard character is great at casting spells. The mechanics merely simulate this, without expecting the player to have the same level of skill. Responding to events in other people's turns, and deciding whether to spend a reaction or hold it, is still way more tactical than anything else in 5e. And also way more tactical than the standard wish list for Warlord. Why is the bar suddenly so much higher? Because this design has several major...perhaps too major...advantages over doing damage on your turn: 1) Besides letting people who do more damage than you make the attack, you are doing so before your turn, which may mean before the turn of the enemy. Potentially killing enemies before they get to take a turn, rather than after they attack, is big. 2) Intervening to prevent enemy attacks, or help allies with saving throws, instead of responding after it has happened, is also a pretty big deal. 3) If none of those things occur, you still get to make your regular attacks on your turn, which number up to 4. First, because it would just be really fun to play with tons of reactions. And also, again, because maybe I'm doing it before the enemies turn, and you would do it after. And maybe I get Sneak Attack, or just do more damage in general. I honestly find it surprising that you're so interested in 'tactics' and yet you put so much emphasis on damage output. This design isn't about simply maximizing damage output, it's about having fun with a whole different set of mechanics. The particulars can always be tweaked to tune the effectiveness. If you become interested again I'd love to have your ideas/suggestions/concerns. [/QUOTE]
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Fighter Subclass: The Bravura! (INT-based, tactical, non-magical)
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