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Fixing the Champion
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<blockquote data-quote="krakistophales" data-source="post: 6805847" data-attributes="member: 6775149"><p>Yes, I was wrong. Sorry.</p><p></p><p>Anyway, if you don't agree with the original premise that the champion needs work, this discussion isn't for you. This discussion assumes that you feel that the champion is a trap option, suck alternative, subpar archetype. </p><p></p><p>Yes, the battlemaster's abilities are on demand precisely because you can choose to use them or not. As for etc, do you really need to ask? How about increasing attack range, increasing chance to hit, adding damage, inducing status effects, allowing allies to maneuver outside of their turn, tripping enemies, forcing a target to drop a held item, hitting multiple targets with the same attack, ETC. That doesn't even list all of them. Do I really need to go on?</p><p></p><p>Now, down to the point of this whole thread: </p><p></p><p>The battlemaster can use superiority dice to fuel maneuvers on demand to do a myriad of things, and almost always including extra damage.</p><p>The barbarian can grant himself advantage on every attack, on top of that having extra damage, brutal criticals, and resistance to goddamn everything in the game.</p><p>The paladin has passive immunities, buffs, can buff the whole party, cure disease, cast spells, or use those spells to deal huge nova damage.</p><p>The eldritch knight can blast, buff, provide utility, AND battlefield control, all while still having a D10 HD, dressed in plate armor, having a greatsword with GWF, GWM, and 4 attacks.</p><p></p><p>The champion, as it's built now, has a 10% extra chance to do an extra 2d6 damage, +1 AC, a max of +3 to non-proficient physical skills, and regeneration 10 at levels of play where that really doesn't even matter. Do you now see why a thread was made proposing changes to this archetype? I don't propose that the champion become a juggernaut that storms the battlefield and crushes all others in his wake. I just want him to be AS GOOD as the other two fighter archetypes are. Is that too much to ask?</p></blockquote><p></p>
[QUOTE="krakistophales, post: 6805847, member: 6775149"] Yes, I was wrong. Sorry. Anyway, if you don't agree with the original premise that the champion needs work, this discussion isn't for you. This discussion assumes that you feel that the champion is a trap option, suck alternative, subpar archetype. Yes, the battlemaster's abilities are on demand precisely because you can choose to use them or not. As for etc, do you really need to ask? How about increasing attack range, increasing chance to hit, adding damage, inducing status effects, allowing allies to maneuver outside of their turn, tripping enemies, forcing a target to drop a held item, hitting multiple targets with the same attack, ETC. That doesn't even list all of them. Do I really need to go on? Now, down to the point of this whole thread: The battlemaster can use superiority dice to fuel maneuvers on demand to do a myriad of things, and almost always including extra damage. The barbarian can grant himself advantage on every attack, on top of that having extra damage, brutal criticals, and resistance to goddamn everything in the game. The paladin has passive immunities, buffs, can buff the whole party, cure disease, cast spells, or use those spells to deal huge nova damage. The eldritch knight can blast, buff, provide utility, AND battlefield control, all while still having a D10 HD, dressed in plate armor, having a greatsword with GWF, GWM, and 4 attacks. The champion, as it's built now, has a 10% extra chance to do an extra 2d6 damage, +1 AC, a max of +3 to non-proficient physical skills, and regeneration 10 at levels of play where that really doesn't even matter. Do you now see why a thread was made proposing changes to this archetype? I don't propose that the champion become a juggernaut that storms the battlefield and crushes all others in his wake. I just want him to be AS GOOD as the other two fighter archetypes are. Is that too much to ask? [/QUOTE]
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