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Fixing the fighter (I know...)
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<blockquote data-quote="CleverNickName" data-source="post: 7829057" data-attributes="member: 50987"><p>This is a very good point, and very well explained. So maybe to patch the fighter, we take the Fighter's Combat Style ability and twist it a bit, until it more closely resembles the Arcane Traditions of the Wizard? It would make the choice of style a bit more important, it would scale up in power as the fighter gains levels, and it would make each "style" of fighter a little more distinctive.</p><p></p><p style="margin-left: 20px"><strong>ARCHERY</strong></p> <p style="margin-left: 20px"><strong>------------------------------------</strong></p> <p style="margin-left: 20px"><strong>Marksman: </strong> Beginning when you select this Combat Style at 1st level, you gain a +2 bonus to Attack rolls you make with Ranged Weapons.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Fletcher: </strong>You gain proficiency with Fletcher's Tools. Once per long rest, you are able to create, salvage, or scavenge a number of arrows or crossbow bolts equal to your Dexterity (Fletcher's Tools) check, provided there are sufficient raw materials at hand.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Overland Scout: </strong>starting at 6th level, you may cast <em>longstrider</em> and <em>pass without trace</em> on yourself (only). You may cast each spell once per long rest.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Camouflage: </strong>Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking Actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Expert Marksman:</strong> at 14th level, your ranged weapon attacks are never at disadvantage due to range, and they ignore half cover and three-quarters cover. </p><p></p><p>And so on and so forth.</p><p></p><p>Now, this is never going to be as powerful or as versatile as a wizard's spellbook, <strong>and that's intentional:</strong> the wizard's Arcane Traditions are supposed to be wizard subclasses, and we don't want to do replace the Fighter's subclasses.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 7829057, member: 50987"] This is a very good point, and very well explained. So maybe to patch the fighter, we take the Fighter's Combat Style ability and twist it a bit, until it more closely resembles the Arcane Traditions of the Wizard? It would make the choice of style a bit more important, it would scale up in power as the fighter gains levels, and it would make each "style" of fighter a little more distinctive. [INDENT][B]ARCHERY[/B][/INDENT] [INDENT][B]------------------------------------[/B][/INDENT] [INDENT][B]Marksman: [/B] Beginning when you select this Combat Style at 1st level, you gain a +2 bonus to Attack rolls you make with Ranged Weapons.[/INDENT] [INDENT][/INDENT] [INDENT][B]Fletcher: [/B]You gain proficiency with Fletcher's Tools. Once per long rest, you are able to create, salvage, or scavenge a number of arrows or crossbow bolts equal to your Dexterity (Fletcher's Tools) check, provided there are sufficient raw materials at hand.[/INDENT] [INDENT][/INDENT] [INDENT][B]Overland Scout: [/B]starting at 6th level, you may cast [I]longstrider[/I] and [I]pass without trace[/I] on yourself (only). You may cast each spell once per long rest.[/INDENT] [INDENT][/INDENT] [INDENT][B]Camouflage: [/B]Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking Actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.[/INDENT] [INDENT][/INDENT] [INDENT][B]Expert Marksman:[/B] at 14th level, your ranged weapon attacks are never at disadvantage due to range, and they ignore half cover and three-quarters cover. [/INDENT] And so on and so forth. Now, this is never going to be as powerful or as versatile as a wizard's spellbook, [B]and that's intentional:[/B] the wizard's Arcane Traditions are supposed to be wizard subclasses, and we don't want to do replace the Fighter's subclasses. [/QUOTE]
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