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<blockquote data-quote="Monayuris" data-source="post: 7956200" data-attributes="member: 6859536"><p>Sure. </p><p></p><p>The point is that you can implement a maneuver system that makes fighters more interesting and tweak it to the power level you want. If beheading 6 orcs is too superhero for your game you can just limit it to what you feel is more appropriate.</p><p></p><p>Some other options:</p><p>1. ACKS cleave rule + damage bonus per level (my favorite). I found this gave fighters an extra power up without being over the top. Basically, fighters get +1 damage at 1st level and an additional +1 every 3 levels after. They also get an additional cleave attack whenever they drop an enemy to 0 hit points. They get a number of these cleave attacks equal to their level.</p><p></p><p>This has the effect of making higher level fighters very effective against groups of low hit die foes. The fighter damage bonus turns 1 HD creatures into minions. It is balanced by the fact that at any time they can miss or roll low on damage and break their cleave chain.</p><p></p><p>In my ACKS game, I've had a 6th level fighter take out 5 goblins in a single combat round and then break the morale of the remaining gobs. </p><p></p><p>It was a pretty cool visual, made the fighter awesome and as effective as a magic-user with sleep, and stayed well within the mortal power level capability. Maybe it wasn't 'real life' realistic, but it felt more 'Game of Thrones' realistic as opposed to 'Avengers' realistic to me.</p><p></p><p>2. OD&D had a rule to allow fighters an number of attacks equal to their hit die against 1 HD or less creatures.</p><p></p><p>3. The Black Hack 2E grants a number of damage dice equal to the fighter's level. The fighter can use them all on one attack or distribute them against multiple attacks.</p><p></p><p>4. Provide a limited resource that depletes when attempting over top maneuvers. You can only do something like that once per day or so.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 7956200, member: 6859536"] Sure. The point is that you can implement a maneuver system that makes fighters more interesting and tweak it to the power level you want. If beheading 6 orcs is too superhero for your game you can just limit it to what you feel is more appropriate. Some other options: 1. ACKS cleave rule + damage bonus per level (my favorite). I found this gave fighters an extra power up without being over the top. Basically, fighters get +1 damage at 1st level and an additional +1 every 3 levels after. They also get an additional cleave attack whenever they drop an enemy to 0 hit points. They get a number of these cleave attacks equal to their level. This has the effect of making higher level fighters very effective against groups of low hit die foes. The fighter damage bonus turns 1 HD creatures into minions. It is balanced by the fact that at any time they can miss or roll low on damage and break their cleave chain. In my ACKS game, I've had a 6th level fighter take out 5 goblins in a single combat round and then break the morale of the remaining gobs. It was a pretty cool visual, made the fighter awesome and as effective as a magic-user with sleep, and stayed well within the mortal power level capability. Maybe it wasn't 'real life' realistic, but it felt more 'Game of Thrones' realistic as opposed to 'Avengers' realistic to me. 2. OD&D had a rule to allow fighters an number of attacks equal to their hit die against 1 HD or less creatures. 3. The Black Hack 2E grants a number of damage dice equal to the fighter's level. The fighter can use them all on one attack or distribute them against multiple attacks. 4. Provide a limited resource that depletes when attempting over top maneuvers. You can only do something like that once per day or so. [/QUOTE]
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