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Homebrewing the Battlemaster and Champion
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<blockquote data-quote="Chaosmancer" data-source="post: 8249243" data-attributes="member: 6801228"><p>True. Couldn't think of anything better. Got a decent ribbon that has some mechanical impact and fits the theme of the ability?</p><p></p><p></p><p></p><p>I had a really hard time thinking of any. Giving them skills makes them a lot like the Samurai, Cavalier, Arcane Archer and Banneret (I've modded some of those too) and they already get a tool. </p><p></p><p>I thought about giving them bonuses to certain skills... but that is getting covered by new manuevers, and I didn't want to invalidate them. </p><p></p><p>If you have some ideas, I'd be open to them, but I'm just not sure what kind of non-combat stuff I can give them that doesn't move them closer to other classes.</p><p></p><p></p><p></p><p>Hmm, not a bad idea. But I'd have to make it the first you use in battle if free. Otherwise they can get practically infinite superiority, which is too powerful for 10th level. And I think goes against making it a resource in the first place.</p><p></p><p></p><p></p><p>I did mean to look those over, but I wasn't able to access my 4e books when I was writing this. Was there something particular not good about this ability as written? Or just "if you want to poach more"?</p><p></p><p></p><p></p><p>It does feel roguish, but it also feels like being... well a Master of Battle. Able to fight in complete darkness, while blind, ect ect ect without the enemy being able to find an easy opening.</p><p></p><p></p><p></p><p>That could be a neat alternative. Is there a reason you don't like the stacking rule or is it just an aesthetic thing?</p><p></p><p></p><p></p><p>Woof, that is some power there. I think that scaling is WAY too much. A tenth level fighter is getting 5d10+10 hp, that is a 6th level spell equivalent. And they'd get an attack, and a dodge? </p><p></p><p>Way too much. Also, it goes against the simplicity of design I was trying to keep. I do agree a second second wind isn't as impactful, but it does mean the Champion can go for longer than other fighters. </p><p></p><p></p><p>I do love that idea of them getting the chance to use it as a reaction though. That is freaking cool, and really helps them.</p><p></p><p></p><p></p><p>My version is better. </p><p></p><p>When you make a strength, dexterity or Con check, add half your proficiency. This is in addition to having proficiency, which I guess is unclear as written. </p><p></p><p>So, if you have Athletics and a +4 strength, this gives you a total of +9. +4 strength, +3 prof, +2 remarkable (3/2=1.5 round up to +2) </p><p></p><p>And by 17th level this is an additional +3 on top of prof and mod</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8249243, member: 6801228"] True. Couldn't think of anything better. Got a decent ribbon that has some mechanical impact and fits the theme of the ability? I had a really hard time thinking of any. Giving them skills makes them a lot like the Samurai, Cavalier, Arcane Archer and Banneret (I've modded some of those too) and they already get a tool. I thought about giving them bonuses to certain skills... but that is getting covered by new manuevers, and I didn't want to invalidate them. If you have some ideas, I'd be open to them, but I'm just not sure what kind of non-combat stuff I can give them that doesn't move them closer to other classes. Hmm, not a bad idea. But I'd have to make it the first you use in battle if free. Otherwise they can get practically infinite superiority, which is too powerful for 10th level. And I think goes against making it a resource in the first place. I did mean to look those over, but I wasn't able to access my 4e books when I was writing this. Was there something particular not good about this ability as written? Or just "if you want to poach more"? It does feel roguish, but it also feels like being... well a Master of Battle. Able to fight in complete darkness, while blind, ect ect ect without the enemy being able to find an easy opening. That could be a neat alternative. Is there a reason you don't like the stacking rule or is it just an aesthetic thing? Woof, that is some power there. I think that scaling is WAY too much. A tenth level fighter is getting 5d10+10 hp, that is a 6th level spell equivalent. And they'd get an attack, and a dodge? Way too much. Also, it goes against the simplicity of design I was trying to keep. I do agree a second second wind isn't as impactful, but it does mean the Champion can go for longer than other fighters. I do love that idea of them getting the chance to use it as a reaction though. That is freaking cool, and really helps them. My version is better. When you make a strength, dexterity or Con check, add half your proficiency. This is in addition to having proficiency, which I guess is unclear as written. So, if you have Athletics and a +4 strength, this gives you a total of +9. +4 strength, +3 prof, +2 remarkable (3/2=1.5 round up to +2) And by 17th level this is an additional +3 on top of prof and mod [/QUOTE]
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