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Fixing the Champion
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<blockquote data-quote="Uller" data-source="post: 6804420" data-attributes="member: 413"><p>I think the point folks are making is that the champion fills the niche it was meant for as is. My players are not optimizers and not tacticians. Some times that causes them to make choices that are suboptimal. If it effects the group equally then I don't really care...it just means challenges are harder for the group. But if one PC is lagging behind and it is because of our group's play, the player's choices or my DMing style I'll make suggestions or help the player modify his character to make it more fun for him or her.</p><p></p><p>In this case if a player is looking for an easy to play fighter that doesn't require much resource management I'd go with the suggestion someone made up thread....change the expanded crit range to a straight +1 damage. Every attack gives a little more oompf. It's on the PC sheet so the player won't forget. </p><p></p><p>But from MXP...I think you severely under estimate crits and the fun of them. At my table the fighter types are rolling d20s 10-15 times per fight, sometimes more. With expanded crit range of 19-20 that is a 65%-75% chance of scoring at least one crit per fight and a very good chance of even scoring 2 or even 3 or 4 while other fighter types will typically score 1 or none in most fights. Yes...damage may lag BM....but the fun of occasionally dropping 4 crits in a single combat is not matched by +1 every hit. If you just want reliably more damage then why would you not simply take the BM and use your superiority dice when you need to take a foe down quickly? Why have two subclasses fill the same niche?</p></blockquote><p></p>
[QUOTE="Uller, post: 6804420, member: 413"] I think the point folks are making is that the champion fills the niche it was meant for as is. My players are not optimizers and not tacticians. Some times that causes them to make choices that are suboptimal. If it effects the group equally then I don't really care...it just means challenges are harder for the group. But if one PC is lagging behind and it is because of our group's play, the player's choices or my DMing style I'll make suggestions or help the player modify his character to make it more fun for him or her. In this case if a player is looking for an easy to play fighter that doesn't require much resource management I'd go with the suggestion someone made up thread....change the expanded crit range to a straight +1 damage. Every attack gives a little more oompf. It's on the PC sheet so the player won't forget. But from MXP...I think you severely under estimate crits and the fun of them. At my table the fighter types are rolling d20s 10-15 times per fight, sometimes more. With expanded crit range of 19-20 that is a 65%-75% chance of scoring at least one crit per fight and a very good chance of even scoring 2 or even 3 or 4 while other fighter types will typically score 1 or none in most fights. Yes...damage may lag BM....but the fun of occasionally dropping 4 crits in a single combat is not matched by +1 every hit. If you just want reliably more damage then why would you not simply take the BM and use your superiority dice when you need to take a foe down quickly? Why have two subclasses fill the same niche? [/QUOTE]
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