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General Tabletop Discussion
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How to "fix" (or at least help) the fighter/wizard dynamic. (+)
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<blockquote data-quote="Remathilis" data-source="post: 8536548" data-attributes="member: 7635"><p>Reposted from the other thread:</p><p></p><p>One of the biggest regrets I think I have from the next playtest was moving superiority dice to a single subclass. I get they wanted the "roll to hit" champion fighter to be the training wheels class, but I think modern audiences can handle a fighter that got dice and maneuvers as core. </p><p></p><p>My idea would be to keep the core pool of maneuvers fairly mundane and leave the gonzo stuff to subclasses, but I'd still allow some heroic options in there as well (add superiority dice to the number of feet jumped vs jump's auto 60 ft). I'd also greatly expand the pool of dice to allow for more uses.</p><p></p><p>For subs: </p><p>Champion: bone simple abilities that add to either damage dealing or survivability. Reroll dice, added crit, that kinda stuff.</p><p>Battlemaster: gains more support stuff that makes you break out the battle mat and minis. A controller in 4e parlance with the ability to share his superiority dice with allies.</p><p>Cavalier: defender type warrior with lots of social abilities on the side.</p><p>Tracker: your non-magical ranger with bonuses to stealth, ambushes, and wilderness skills. </p><p>Arcane archer: use your superiority dice to fire Hawkeye arrows, fire, ice, seeking, putty, etc.</p><p>Psi-warrior: use your dice to basically do the psionic stuff they currently do.</p><p>Rune knight: mimic supernatural abilities like growing larger, powering weapons with elemental energy and teleporting around the room. A bit if the 4e sword mage.</p><p>Eldritch knight: add a small pool of wizard spells to your maneuvers. </p><p></p><p>If samurai somehow makes it over, he becomes the master of using morale rules and making speedy attacks..</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8536548, member: 7635"] Reposted from the other thread: One of the biggest regrets I think I have from the next playtest was moving superiority dice to a single subclass. I get they wanted the "roll to hit" champion fighter to be the training wheels class, but I think modern audiences can handle a fighter that got dice and maneuvers as core. My idea would be to keep the core pool of maneuvers fairly mundane and leave the gonzo stuff to subclasses, but I'd still allow some heroic options in there as well (add superiority dice to the number of feet jumped vs jump's auto 60 ft). I'd also greatly expand the pool of dice to allow for more uses. For subs: Champion: bone simple abilities that add to either damage dealing or survivability. Reroll dice, added crit, that kinda stuff. Battlemaster: gains more support stuff that makes you break out the battle mat and minis. A controller in 4e parlance with the ability to share his superiority dice with allies. Cavalier: defender type warrior with lots of social abilities on the side. Tracker: your non-magical ranger with bonuses to stealth, ambushes, and wilderness skills. Arcane archer: use your superiority dice to fire Hawkeye arrows, fire, ice, seeking, putty, etc. Psi-warrior: use your dice to basically do the psionic stuff they currently do. Rune knight: mimic supernatural abilities like growing larger, powering weapons with elemental energy and teleporting around the room. A bit if the 4e sword mage. Eldritch knight: add a small pool of wizard spells to your maneuvers. If samurai somehow makes it over, he becomes the master of using morale rules and making speedy attacks.. [/QUOTE]
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