how do you make a Fighter be not-boring?

There's a viable duelist system available from Nick Logue's Sinister Adventures. Cheap pdf, actually. It has viable rules for parrying and riposete.
 

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As I go back and re-read my post, I realize I was griping over an issue that need not be griped about. It is true - the fighter's tactics are always situational, just like Wizards don't (always) cast Fireball during combat with Fire-using creatures, or Rogues not being able to sneak-attack Undead or Constructs.

But Danny... sundering treasure?! Come ON... :)
 

But Danny... sundering treasure?! Come ON... :)

I agree. Which is why I've been trying to make a houserule to cover sundering that changes how item destruction works. Basically, I never understood why destroying an item physically removes all the magic, and IMO that is the one thing ruining sunder and keeping it from being used. My houserule, when I've finished working out the kinks, will basically say that breaking an item merely suppresses the magic within it. Once it is fully repaired physically (by craft, make whole, etc...), its magical properties return in 24 hours. Or One property returns each 24 hours thereafter, maybe. Instead of losing 100k gp of treasure, you only leave it unusable for a day or so. Still long enough to screw over an enemy for the encounter, and any that happen later if he tries to run away. But you're not shooting yourself in the foot, and if he ends up winning or escaping, his precious gear isn't gone forever.
 


I agree. Which is why I've been trying to make a houserule to cover sundering that changes how item destruction works. Basically, I never understood why destroying an item physically removes all the magic, and IMO that is the one thing ruining sunder and keeping it from being used. My houserule, when I've finished working out the kinks, will basically say that breaking an item merely suppresses the magic within it. Once it is fully repaired physically (by craft, make whole, etc...), its magical properties return in 24 hours. Or One property returns each 24 hours thereafter, maybe. Instead of losing 100k gp of treasure, you only leave it unusable for a day or so. Still long enough to screw over an enemy for the encounter, and any that happen later if he tries to run away. But you're not shooting yourself in the foot, and if he ends up winning or escaping, his precious gear isn't gone forever.

Me like.
 

For me, it depends upon the exact nature of the magic item.

For something like a sword, I could see it being repaired and getting its magic back fully...or possibly with a twist.

For something like a wand? Broken is broken.
 

YOU'RE broken. :P

My player would lose it if another NPC sundered potential treasure. I should have all my villains do it to their own equipment from now on... hur hur hur...
 


The answer? Roleplaying.
What do I meen?

1.The fighter always demands to duel the strongest looking enemy in the group one on one no matter what.

2.Tries to plan absurd rescue plans and attempt to execute them.

3.Most of said plans involve swinging from a rope and some sort of explosive in the background.

4.Everytime the fighter tries to attepmt the plan himself the rest of the party tie him up.

5. The fighter should always announce his own presence with a thunder stone and himself speaking and refering to himself in third person.

You get the idea, funny stuff like that.
 

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