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How to "fix" (or at least help) the fighter/wizard dynamic. (+)
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<blockquote data-quote="DND_Reborn" data-source="post: 8538404" data-attributes="member: 6987520"><p><strong>UPDATE: 1ST DRAFT</strong></p><p></p><p>Below is a first attempt to help with some of the issues raised. I know it doesn't hit all the points, but hopefully it is a good start.</p><p></p><p>My concern is if this makes the fighter <em>too</em> strong? So, please get any feedback you have.</p><p></p><p><strong>Design Choices.</strong> I borrowed heavily from Champion and Battle Master, so those subclasses could be updated. In looking at the class, Fighters don't gain a lot IMO from the core class. You might feel differently.</p><p></p><p><strong>1. Fighting Style.</strong> Allowing Fighters more styles allows for greater versatility. By linking it to Intelligence, it also helps for people who feel fighters should get something from brains as well as brawn.</p><p></p><p><strong>2. Second Wind.</strong> Increased number of uses per day. Also an option to be used with your reaction, allowing you to stay up if a hit would take you to 0 hp. I would do either/or, not both so I am interested in your thoughts.</p><p></p><p><strong>3. Martial Maneuvers.</strong> A number of people suggested allowing all fighters access to Battle Master maneuvers, to increase tactical versatility and effectiveness. I removed the die roll by making the bonus equal to your proficiency bonus and the number of dice also equal to the same. This is fairly close to what Battle Masters would get anyway without the added complexity.</p><p></p><p><strong>4. Many Leagues.</strong> (<em>This is meant to help with exploration and social pillars.</em>) I got this idea about soldiers marching, etc. and being sent to different lands. History represents the knowledge gained about other places, and Insight and extra languages about the creatures you encounter. Advantage on forced marches just made sense but probably won't be used much.</p><p></p><p><strong>5. Remarkable Athlete.</strong> (<em>Expertise in Athletics will help with exploration somewhat.</em>) Proficiency/Expertise just makes sense and should have been part of the feature from the beginning. I've included additional options I like, but certainly can't use all of them LOL. If you have any preferences or other suggestions, let me know!</p><p></p><p><strong>6. Action Surge/ Heroic Surge/ Marvelous Surge.</strong> Action Surge still allows you to take another action. However, I thought this could represent the extra effort you could put forth into other physical acts. You can certainly use Action Surge to Dash again, doubling your distance, but the feature is also meant to be able to double your jumps. You can also use it to double your lift capacity for the turn, representing exception feats of Strength (adrenaline, etc.). Since I have replaced Extra Attack (2) and (3) with Heroic Surge and Marvelous Surge, the over all number of attacks is reduced except when you Surge. I know this will probably get some pushback, and I haven't looked at the numbers to see how much impact it has, so I am not certain about that aspect.</p><p></p><p>As far as number of attacks go, with action surge you double, giving you four attacks when used for attacking.</p><p>Heroic surge would give you six attacks if you used both additional actions for attacking.</p><p>Marvelous surge would give you eight attacks if you used all actions for attacking.</p><p></p><p><strong>7. Improved Critical.</strong> This might come online too late, and I was thinking of putting Extra Attack (2) there instead. Thoughts?</p><p></p><p><strong>8. Turn the Tide.</strong> I really wanted some sort of shenanigan here which was <em>not</em> combat, but this was all I could think of...</p><p></p><p><strong>9. Legendary Resistance.</strong> At this point, I really think Indomitable should become automatic. Personally, I'd rather see that than just more uses of Indomitable, but if you feel otherwise let me know.</p><p></p><p>That's it for draft one. I am hoping these changes help in the exploration (remarkable athlete and changes to surging features) and social (proficiencies and languages from many leagues) pillars, as well as grant some abilities that rival low level spells.</p><p></p><p>So, what, if anything, is too strong? I know this won't be nearly enough for people who want a Superheroic class, but maybe it will close the gap somewhat?</p><p></p><p>[ATTACH=full]151389[/ATTACH]</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8538404, member: 6987520"] [B]UPDATE: 1ST DRAFT[/B] Below is a first attempt to help with some of the issues raised. I know it doesn't hit all the points, but hopefully it is a good start. My concern is if this makes the fighter [I]too[/I] strong? So, please get any feedback you have. [B]Design Choices.[/B] I borrowed heavily from Champion and Battle Master, so those subclasses could be updated. In looking at the class, Fighters don't gain a lot IMO from the core class. You might feel differently. [B]1. Fighting Style.[/B] Allowing Fighters more styles allows for greater versatility. By linking it to Intelligence, it also helps for people who feel fighters should get something from brains as well as brawn. [B]2. Second Wind.[/B] Increased number of uses per day. Also an option to be used with your reaction, allowing you to stay up if a hit would take you to 0 hp. I would do either/or, not both so I am interested in your thoughts. [B]3. Martial Maneuvers.[/B] A number of people suggested allowing all fighters access to Battle Master maneuvers, to increase tactical versatility and effectiveness. I removed the die roll by making the bonus equal to your proficiency bonus and the number of dice also equal to the same. This is fairly close to what Battle Masters would get anyway without the added complexity. [B]4. Many Leagues.[/B] ([I]This is meant to help with exploration and social pillars.[/I]) I got this idea about soldiers marching, etc. and being sent to different lands. History represents the knowledge gained about other places, and Insight and extra languages about the creatures you encounter. Advantage on forced marches just made sense but probably won't be used much. [B]5. Remarkable Athlete.[/B] ([I]Expertise in Athletics will help with exploration somewhat.[/I]) Proficiency/Expertise just makes sense and should have been part of the feature from the beginning. I've included additional options I like, but certainly can't use all of them LOL. If you have any preferences or other suggestions, let me know! [B]6. Action Surge/ Heroic Surge/ Marvelous Surge.[/B] Action Surge still allows you to take another action. However, I thought this could represent the extra effort you could put forth into other physical acts. You can certainly use Action Surge to Dash again, doubling your distance, but the feature is also meant to be able to double your jumps. You can also use it to double your lift capacity for the turn, representing exception feats of Strength (adrenaline, etc.). Since I have replaced Extra Attack (2) and (3) with Heroic Surge and Marvelous Surge, the over all number of attacks is reduced except when you Surge. I know this will probably get some pushback, and I haven't looked at the numbers to see how much impact it has, so I am not certain about that aspect. As far as number of attacks go, with action surge you double, giving you four attacks when used for attacking. Heroic surge would give you six attacks if you used both additional actions for attacking. Marvelous surge would give you eight attacks if you used all actions for attacking. [B]7. Improved Critical.[/B] This might come online too late, and I was thinking of putting Extra Attack (2) there instead. Thoughts? [B]8. Turn the Tide.[/B] I really wanted some sort of shenanigan here which was [I]not[/I] combat, but this was all I could think of... [B]9. Legendary Resistance.[/B] At this point, I really think Indomitable should become automatic. Personally, I'd rather see that than just more uses of Indomitable, but if you feel otherwise let me know. That's it for draft one. I am hoping these changes help in the exploration (remarkable athlete and changes to surging features) and social (proficiencies and languages from many leagues) pillars, as well as grant some abilities that rival low level spells. So, what, if anything, is too strong? I know this won't be nearly enough for people who want a Superheroic class, but maybe it will close the gap somewhat? [ATTACH type="full" width="536px"]151389[/ATTACH] [/QUOTE]
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