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Help Me Hate Monks (Less Than I Currently Do)
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<blockquote data-quote="Bedrockgames" data-source="post: 9547559" data-attributes="member: 85555"><p>That is a pretty deep question. I would need to think about how I want that to be mechanically, and I have some quibbles about how the fighters are presently handled so I think as is, there would be stepping on toes between classes. Ideally fighters would be pretty simple (I much prefer older edition fighters), but good at dishing out damage on attacks. I've also always liked their multiple attack options in prior editions, but threading that across a fighter and samurai would probably require care because warriors in fantasy movies take on multiple foes as do samurai, as do martial heroes in wuxia (that might require a lot of thought to see how something like multiple attacks would be artfully deployed between fighters and samurai). But certainly I would want to see the sorts of things you get in samurai films, and I am not as well acquainted with samurai movies as I am with wuxia movies, so my impressions are more general than anything else, but stuff I might expect would be: precise and lethal strikes, something that reflects the charging duel you often get in samurai films, something that reflects their use of tactics, the ability to deflect and defend (I might be inclined to make fighters meatier on HP but samurai better at defense), some kind of art of the sword ability as well, something like a single stroke that can cut a line through multiple foes, etc. With paladins I, quite like the earlier versions more than than the later ones (once you open up alignment on them, the class really loses some of its flavor IMO). I might bring them back to being holy warriors. I could quibble over some of their 1E and 2E abilities, but thought they were good overall. Because both paladins and samurai would have codes they are expected to adhere to, I think you can risk giving them some powers that exceed those of regular fighters as their behavior is more constrained.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9547559, member: 85555"] That is a pretty deep question. I would need to think about how I want that to be mechanically, and I have some quibbles about how the fighters are presently handled so I think as is, there would be stepping on toes between classes. Ideally fighters would be pretty simple (I much prefer older edition fighters), but good at dishing out damage on attacks. I've also always liked their multiple attack options in prior editions, but threading that across a fighter and samurai would probably require care because warriors in fantasy movies take on multiple foes as do samurai, as do martial heroes in wuxia (that might require a lot of thought to see how something like multiple attacks would be artfully deployed between fighters and samurai). But certainly I would want to see the sorts of things you get in samurai films, and I am not as well acquainted with samurai movies as I am with wuxia movies, so my impressions are more general than anything else, but stuff I might expect would be: precise and lethal strikes, something that reflects the charging duel you often get in samurai films, something that reflects their use of tactics, the ability to deflect and defend (I might be inclined to make fighters meatier on HP but samurai better at defense), some kind of art of the sword ability as well, something like a single stroke that can cut a line through multiple foes, etc. With paladins I, quite like the earlier versions more than than the later ones (once you open up alignment on them, the class really loses some of its flavor IMO). I might bring them back to being holy warriors. I could quibble over some of their 1E and 2E abilities, but thought they were good overall. Because both paladins and samurai would have codes they are expected to adhere to, I think you can risk giving them some powers that exceed those of regular fighters as their behavior is more constrained. [/QUOTE]
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