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Hopes for the 5E Fighter
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<blockquote data-quote="Greg K" data-source="post: 5773138" data-attributes="member: 5038"><p>Yes, but it is not just a fighter book. </p><p>Chapter 1: The maneuver system. It is useful by anyone, but martial types will get the most use due to having better BAB. </p><p>In my opinion, the best part of the book followed by Fighter Fighting Style Feats and stunts</p><p></p><p>When looking at the sample maneuvers in the book or links, Called Shot, Arm</p><p> is borked. They, mistakenly, listed Ability Damage and its base modifier. Based upon the penalty to attack roll and the description, the base should be Inflict Penalty (Ability Damage inflicts Ability Damage. Inflict penalty is for penalties to rolls). This has a big difference on the Net Effect. The Effect and Net Effect lines should read</p><p></p><p>Effect: Inflict Penalty (-2 to attack rolls) -10 (penalty is -5 to your attack per -1 roll penalty inflicted)</p><p></p><p>Net Effect: Attack Roll Penalty: 0 </p><p></p><p>The net effect is the penalty after the listed drawbacks. Also the sample maneuver does not tell you that on a critical hit, the penalty you inflict is increased by 1 (it is listed under the description for Inflict Penalty).</p><p></p><p>Lots of cool things that can be done under the system including: </p><p>ability damage (steep base penalty, but nasty against spellcasters if you target their main stat)</p><p></p><p>disable natural attack</p><p></p><p>disrupt special attack: making things like beholder eyes, gaze attacks, breath weapons unusable until healed. If the creature needs to use a body part (e.g., eyes or mouth) to generate or release the special attack, you can disable it. I would allow it to be used against say spells requiring verbal components (unless caster has silent spell).</p><p></p><p> knock targets prone</p><p>Knock them back</p><p>Force them back</p><p>daze them</p><p>stun them</p><p>blind or deafen opponents</p><p>sweeping area attacks</p><p></p><p>Chapter 2: The book's version of Warforged</p><p></p><p>Chapter 3: Feats </p><p>a. Arcane Battle Feats: allow fighters to do more supernatural stuff, but wizards can also take them</p><p>b. Battlemind Feats</p><p>c. Fighter Style Feats that can be taken by fighters at first level and grow </p><p></p><p>Chapter 4: Skills and Stunts</p><p>Other skill uses and using skills to do things like running vertically up walls or in combat. </p><p>There is an option is to allow Fighter types to substitute BAB for skill ranks for stunts.</p></blockquote><p></p>
[QUOTE="Greg K, post: 5773138, member: 5038"] Yes, but it is not just a fighter book. Chapter 1: The maneuver system. It is useful by anyone, but martial types will get the most use due to having better BAB. In my opinion, the best part of the book followed by Fighter Fighting Style Feats and stunts When looking at the sample maneuvers in the book or links, Called Shot, Arm is borked. They, mistakenly, listed Ability Damage and its base modifier. Based upon the penalty to attack roll and the description, the base should be Inflict Penalty (Ability Damage inflicts Ability Damage. Inflict penalty is for penalties to rolls). This has a big difference on the Net Effect. The Effect and Net Effect lines should read Effect: Inflict Penalty (-2 to attack rolls) -10 (penalty is -5 to your attack per -1 roll penalty inflicted) Net Effect: Attack Roll Penalty: 0 The net effect is the penalty after the listed drawbacks. Also the sample maneuver does not tell you that on a critical hit, the penalty you inflict is increased by 1 (it is listed under the description for Inflict Penalty). Lots of cool things that can be done under the system including: ability damage (steep base penalty, but nasty against spellcasters if you target their main stat) disable natural attack disrupt special attack: making things like beholder eyes, gaze attacks, breath weapons unusable until healed. If the creature needs to use a body part (e.g., eyes or mouth) to generate or release the special attack, you can disable it. I would allow it to be used against say spells requiring verbal components (unless caster has silent spell). knock targets prone Knock them back Force them back daze them stun them blind or deafen opponents sweeping area attacks Chapter 2: The book's version of Warforged Chapter 3: Feats a. Arcane Battle Feats: allow fighters to do more supernatural stuff, but wizards can also take them b. Battlemind Feats c. Fighter Style Feats that can be taken by fighters at first level and grow Chapter 4: Skills and Stunts Other skill uses and using skills to do things like running vertically up walls or in combat. There is an option is to allow Fighter types to substitute BAB for skill ranks for stunts. [/QUOTE]
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