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Fixing the Fighter
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<blockquote data-quote="functionciccio" data-source="post: 6068460" data-attributes="member: 35027"><p>Amen.</p><p></p><p></p><p></p><p>Well, actually the MDD should be able to accomodate something like this.</p><p>First of all, the list of maneuvers should be expanded considerably, introducing cooler and more powrful maneuvers, like "Stunning" maneuvers, "Blinding" maneuvers, or even "Killing" maneuvers.</p><p></p><p>Powerful maneuvers should be accessed only by high level Fighters, but a 20 level Fighter should be able to know (and use) almost every maneuver available.</p><p></p><p>And yes, Fighters can use the "stab in the eye maneuver" every time they like, because, as you say, they "don't lose the ability to poke someone in the eye after they try to do it once".</p><p></p><p>We can prevent this to became game-breaking using the existing mechanic: by spending martial damage dice to perform the maneuver, and by designing correctly the maneuvers.</p><p></p><p>For example:</p><p></p><p><strong>Stab in the Eye</strong></p><p><em>Prerequisite</em>: 13th level, Weapon Focus</p><p><em>Effect</em>: As an action, you can spend martial damage dice to make a blinding attack.</p><p>Make a melee attack. If the attack hits, deal damage as normal, and the target suffers </p><p>an additional effect based on the number of dice you spent.</p><p>If you spent three dice, the target must make a Constitution saving throw (DC 10</p><p>+ your Str modifier + your weapon attack bonus from level). On a failed save, </p><p>the target has disadvantage on all attack rolls and checks until the end of its next turn.</p><p>If you spent six dice, the creature must make a Constitution saving throw (DC 10</p><p>+ your Str modifier + your weapon attack bonus from level). On a failed save, </p><p>the target is blinded. At the start of your next turn, the target must make a Constitution saving throw;</p><p>a successful save ends the blindness.</p><p></p><p><strong>Beheading Strike</strong></p><p><em>Prerequisite</em>: 18th level, Weapon Focus, Weapon Mastery</p><p><em>Effect</em>: As an action, you can spend six martial damage dice to make a killing attack.</p><p>Make a melee attack. If the attack hits, make another attack roll against the same target.</p><p>If you hit again, deal damage as normal. If this second attack is a critical hit and the target </p><p>has 80 hit points or fewer, you lop off its head, killing it instantly.</p><p></p><p></p><p>I pulled this stuff out of my [MENTION=40136]SS[/MENTION]. Obviously this is just an idea.</p><p>Professional designers should able to do much much better.</p><p>You can play with levels, damage thresholds, prerequisites and saves to balance it appropriately.</p><p></p><p>The fun stuff is that, in this way, the Fighter is not doing "reality bending" actions at all.</p><p>He is doing what every skilled warrior should be able to do with a sharp and pointy sword.</p><p></p><p>Just my 2 cents.</p></blockquote><p></p>
[QUOTE="functionciccio, post: 6068460, member: 35027"] Amen. Well, actually the MDD should be able to accomodate something like this. First of all, the list of maneuvers should be expanded considerably, introducing cooler and more powrful maneuvers, like "Stunning" maneuvers, "Blinding" maneuvers, or even "Killing" maneuvers. Powerful maneuvers should be accessed only by high level Fighters, but a 20 level Fighter should be able to know (and use) almost every maneuver available. And yes, Fighters can use the "stab in the eye maneuver" every time they like, because, as you say, they "don't lose the ability to poke someone in the eye after they try to do it once". We can prevent this to became game-breaking using the existing mechanic: by spending martial damage dice to perform the maneuver, and by designing correctly the maneuvers. For example: [B]Stab in the Eye[/B] [I]Prerequisite[/I]: 13th level, Weapon Focus [I]Effect[/I]: As an action, you can spend martial damage dice to make a blinding attack. Make a melee attack. If the attack hits, deal damage as normal, and the target suffers an additional effect based on the number of dice you spent. If you spent three dice, the target must make a Constitution saving throw (DC 10 + your Str modifier + your weapon attack bonus from level). On a failed save, the target has disadvantage on all attack rolls and checks until the end of its next turn. If you spent six dice, the creature must make a Constitution saving throw (DC 10 + your Str modifier + your weapon attack bonus from level). On a failed save, the target is blinded. At the start of your next turn, the target must make a Constitution saving throw; a successful save ends the blindness. [B]Beheading Strike[/B] [I]Prerequisite[/I]: 18th level, Weapon Focus, Weapon Mastery [I]Effect[/I]: As an action, you can spend six martial damage dice to make a killing attack. Make a melee attack. If the attack hits, make another attack roll against the same target. If you hit again, deal damage as normal. If this second attack is a critical hit and the target has 80 hit points or fewer, you lop off its head, killing it instantly. I pulled this stuff out of my [MENTION=40136]SS[/MENTION]. Obviously this is just an idea. Professional designers should able to do much much better. You can play with levels, damage thresholds, prerequisites and saves to balance it appropriately. The fun stuff is that, in this way, the Fighter is not doing "reality bending" actions at all. He is doing what every skilled warrior should be able to do with a sharp and pointy sword. Just my 2 cents. [/QUOTE]
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