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Fighter Subclass: The Bravura! (INT-based, tactical, non-magical)
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<blockquote data-quote="mellored" data-source="post: 7328505" data-attributes="member: 6801209"><p>I agree with the above.</p><p></p><p>Help+2 choices feels better than 1 choice.</p><p></p><p>Contingencies are a too niche.</p><p>Also, interrupting someone else's turn, rolling your own dice, resolving your own stats, and then resoloving the origional roll takes too much time and can add to confusion. It was something 4e ran into. I've seen people forget who's turn it was after a cascade of reactions and die rolls. So i would keep the reactions simple form a game flow perspective, avoiding any of your own d20's. I also retract my above idea for a contested shove for the same reason. </p><p></p><p>If you don't want the multi-armor-teir, and bonus movement is 1/round (probably a good idea), then I'd move it to level 3. It would feel wierd switching armor at level 7.</p><p>Hmm... maybe...</p><p>"While not in Heavy armor, you have a pool of extra movement equal to your Bravura! level (minimum 5') that you can use when you take a reaction. This movement can allow you to get into range to trigger the reaction. You regain this movement at the end of your turn." (wording might still need work).</p><p></p><p>Then you can move Crazy Plan to 7.</p><p></p><p>Indomitable comes in at 9. So maybe something with that at 10.</p><p></p><p>If you're going to keep with the action surge for reactions, I would add movement as well. Maybe move it to 10 (along with the indomitable thing) and leave 15 as just the bonus -> reaction.</p><p></p><p></p><p>Edit: Ninja'd.</p></blockquote><p></p>
[QUOTE="mellored, post: 7328505, member: 6801209"] I agree with the above. Help+2 choices feels better than 1 choice. Contingencies are a too niche. Also, interrupting someone else's turn, rolling your own dice, resolving your own stats, and then resoloving the origional roll takes too much time and can add to confusion. It was something 4e ran into. I've seen people forget who's turn it was after a cascade of reactions and die rolls. So i would keep the reactions simple form a game flow perspective, avoiding any of your own d20's. I also retract my above idea for a contested shove for the same reason. If you don't want the multi-armor-teir, and bonus movement is 1/round (probably a good idea), then I'd move it to level 3. It would feel wierd switching armor at level 7. Hmm... maybe... "While not in Heavy armor, you have a pool of extra movement equal to your Bravura! level (minimum 5') that you can use when you take a reaction. This movement can allow you to get into range to trigger the reaction. You regain this movement at the end of your turn." (wording might still need work). Then you can move Crazy Plan to 7. Indomitable comes in at 9. So maybe something with that at 10. If you're going to keep with the action surge for reactions, I would add movement as well. Maybe move it to 10 (along with the indomitable thing) and leave 15 as just the bonus -> reaction. Edit: Ninja'd. [/QUOTE]
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Fighter Subclass: The Bravura! (INT-based, tactical, non-magical)
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