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Fighter subclasses for every ability score
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<blockquote data-quote="TwoSix" data-source="post: 7618164" data-attributes="member: 205"><p>Oh, absolutely. Level 3 fighter features are almost all damage increases, or damage+utility. Any feature that lets you swap an attack should have a return that's, at-worst, equivalent damage to one fighter attack and situationally even stronger.</p><p></p><p>Likewise, since they are fighters, you don't want a feature that's encouraging them to give up all their attacks every round, since that takes away from the feel of the class and is moving a little hard into lazylord territory. So a "once-per-turn" limitation or trading an attack for a bonus reaction and/or a superior reaction makes sense. </p><p></p><p></p><p>Yea, this is good. I'd probably push for +2, and lets you take a reaction to make an attack on an enemy within 5' that attacks you. Sacrificing an attack for an AC bonus is conditionally good, but probably not worth the trade off (contrast with Kensei Monks' Agile Parry, which sacrifices a few points of damage for a +2 AC boost). Adding in some conditional offense moves it from a "probably not, unless I'm desperate for defense" to a "Yea, I'll probably do that", which I think is where early level class features should be.</p><p></p><p>You could also tie them together by having them spend a reaction to force a reroll, and if they miss, then the fighter can make one counter-attack. More defense, but still some additional offense.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7618164, member: 205"] Oh, absolutely. Level 3 fighter features are almost all damage increases, or damage+utility. Any feature that lets you swap an attack should have a return that's, at-worst, equivalent damage to one fighter attack and situationally even stronger. Likewise, since they are fighters, you don't want a feature that's encouraging them to give up all their attacks every round, since that takes away from the feel of the class and is moving a little hard into lazylord territory. So a "once-per-turn" limitation or trading an attack for a bonus reaction and/or a superior reaction makes sense. Yea, this is good. I'd probably push for +2, and lets you take a reaction to make an attack on an enemy within 5' that attacks you. Sacrificing an attack for an AC bonus is conditionally good, but probably not worth the trade off (contrast with Kensei Monks' Agile Parry, which sacrifices a few points of damage for a +2 AC boost). Adding in some conditional offense moves it from a "probably not, unless I'm desperate for defense" to a "Yea, I'll probably do that", which I think is where early level class features should be. You could also tie them together by having them spend a reaction to force a reroll, and if they miss, then the fighter can make one counter-attack. More defense, but still some additional offense. [/QUOTE]
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