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Fixing the Fighter - Making room for the warlord, ranger, barbarian, rogue, and more.
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<blockquote data-quote="Quickleaf" data-source="post: 7376734" data-attributes="member: 20323"><p>Ah, I see. No, that wasn't clear to me based on your title.</p><p></p><p>So, to be clear, by "more than just damage" you mean "cool combat tricks" NOT out-of-combat stuff, correct?</p><p></p><p>I actually was leaning into this approach in my own fighter hack, but stopped because it was getting too complicated (whereas I think the base fighter needs to be simple in play). Here's an example:</p><p></p><p>[SECTION]<strong>Pinning Shot (active)</strong></p><p>When you use the Attack action to attack a target with a ranged weapon, you can pin its arm or leg on a hit. The target must make a Constitution saving throw, and on a failure it reduces its speed to zero. At the end of its turns, the target can make a Constitution saving throw to restore its speed to normal. Alternately, the arrow or bolt can be ripped out as an action, restoring the target’s speed.</p><p><strong><em>Recharge:</em></strong> Gain unobstructed line of sight to the target.</p><p></p><p><strong><em>Improved Pinning Shot:</em></strong> In place of 2 attacks, you make a shot that deals an extra weapon die of damage on a hit. If the target succeeds its saving throw, it regains only half its speed; to regain the rest of its speed it must succeed another save. Ripping the arrow or bolt out causes the target to suffer 1d4 bleeding damage at the end of each of its turns until its wounds are bound or it regains hit points.</p><p></p><p><strong><em>Master Pinning Shot:</em></strong> In place of 3 attacks, you make a shot that deals two extra weapon dice of damage on a hit. If the target fails its save it is restrained until it makes a successful save, whereupon it only suffers from halved speed; to regain the rest of its speed it must succeed another save. Ripping the arrow or bolt out causes the target to suffer 1d6 bleeding damage at the end of each of its turns until its wounds are bound or it regains hit points.[/SECTION]</p><p></p><p>The basic idea is to allow a fighter to "trade in" Extra Attacks, sacrificing some damage for an additional trick.</p><p></p><p>Maths wise, the idea is to make each "level of a trick worth the foregone Strength or Dexterity modifier damage.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7376734, member: 20323"] Ah, I see. No, that wasn't clear to me based on your title. So, to be clear, by "more than just damage" you mean "cool combat tricks" NOT out-of-combat stuff, correct? I actually was leaning into this approach in my own fighter hack, but stopped because it was getting too complicated (whereas I think the base fighter needs to be simple in play). Here's an example: [SECTION][B]Pinning Shot (active)[/B] When you use the Attack action to attack a target with a ranged weapon, you can pin its arm or leg on a hit. The target must make a Constitution saving throw, and on a failure it reduces its speed to zero. At the end of its turns, the target can make a Constitution saving throw to restore its speed to normal. Alternately, the arrow or bolt can be ripped out as an action, restoring the target’s speed. [B][I]Recharge:[/I][/B] Gain unobstructed line of sight to the target. [B][I]Improved Pinning Shot:[/I][/B] In place of 2 attacks, you make a shot that deals an extra weapon die of damage on a hit. If the target succeeds its saving throw, it regains only half its speed; to regain the rest of its speed it must succeed another save. Ripping the arrow or bolt out causes the target to suffer 1d4 bleeding damage at the end of each of its turns until its wounds are bound or it regains hit points. [B][I]Master Pinning Shot:[/I][/B] In place of 3 attacks, you make a shot that deals two extra weapon dice of damage on a hit. If the target fails its save it is restrained until it makes a successful save, whereupon it only suffers from halved speed; to regain the rest of its speed it must succeed another save. Ripping the arrow or bolt out causes the target to suffer 1d6 bleeding damage at the end of each of its turns until its wounds are bound or it regains hit points.[/SECTION] The basic idea is to allow a fighter to "trade in" Extra Attacks, sacrificing some damage for an additional trick. Maths wise, the idea is to make each "level of a trick worth the foregone Strength or Dexterity modifier damage. [/QUOTE]
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Fixing the Fighter - Making room for the warlord, ranger, barbarian, rogue, and more.
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