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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="Minigiant" data-source="post: 8537165" data-attributes="member: 63508"><p>ANYONE who fights for a living knows being able to fight is WAAAAAAAAAAAY more important than being stronger or faster.</p><p></p><p>Your idea is still a be too linear. The way I would do it is flatly have features that progress with tier.</p><p></p><p>For example the Super Strength powers would be.</p><p>At level 1, your carrying capacity doubles.</p><p>At level 2, you add 10+level to your long lump and half that to high jump.</p><p>At level 4, your unarmed strike is 1d8, you can use larger weapons at now penalty, and all attacks to objects are crit</p><p>At level 6, you get proficiency to Str saving throws and advantage if on the ground.</p><p>At level 10, your carrying capacity quadruples.</p><p>At level 12, you add 50+ double level to your long lump and half that to high jump.</p><p>At level 14, your unarmed strike is 1d12 and shoves back level+prof feet, </p><p>At level 16 you have double prof to Strength checks and saving throws,, can reroll 1s and 2s, and can throw boulders like a giant</p><p></p><p>Haven't decided if you choose them off a list, if you must choose between Giant's Strength or Mighty Strength, or if you get a Clumsiness flaw</p></blockquote><p></p>
[QUOTE="Minigiant, post: 8537165, member: 63508"] ANYONE who fights for a living knows being able to fight is WAAAAAAAAAAAY more important than being stronger or faster. Your idea is still a be too linear. The way I would do it is flatly have features that progress with tier. For example the Super Strength powers would be. At level 1, your carrying capacity doubles. At level 2, you add 10+level to your long lump and half that to high jump. At level 4, your unarmed strike is 1d8, you can use larger weapons at now penalty, and all attacks to objects are crit At level 6, you get proficiency to Str saving throws and advantage if on the ground. At level 10, your carrying capacity quadruples. At level 12, you add 50+ double level to your long lump and half that to high jump. At level 14, your unarmed strike is 1d12 and shoves back level+prof feet, At level 16 you have double prof to Strength checks and saving throws,, can reroll 1s and 2s, and can throw boulders like a giant Haven't decided if you choose them off a list, if you must choose between Giant's Strength or Mighty Strength, or if you get a Clumsiness flaw [/QUOTE]
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How to "fix" (or at least help) the fighter/wizard dynamic. (+)
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