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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: 8538425" data-attributes="member: 7635"><p>Interesting idea, but I would lean the opposite way into it.</p><p></p><p>I like superiority dice. Rangers get Hunter's Mark (extra dice), Paladin's get smite (extra dice), Fighter's should get superiority dice. The pool should be akin to the # of spells those two classes get: enough you feel comfortable using them each encounter, but not necessarily each round. </p><p></p><p>In my hypothetical fighter rebuild, they use SD to fuel their many of class functions. You get your classic battlemaster maneuvers (disarming attack, feinting attack, lunging attack, etc) as well as a few "hardwired" abilities that can't be taken via feats (such as second wind using SD). Basically, whenever the game gives fighter's a bonus, it should be an SD. </p><p></p><p>However, whenever they gain a new action, that's separate. So things like Indomitable/Legendary Resistance or Action Surge are keyed off uses/day. I'd also keep the 2/3/4 attack progression if possible. I'd probably fold the crit bonus in as well, and I'd spread out extra fighting styles over the levels rather than a flat Int/bonus at first level (way too tempting to multi-class dip)</p><p></p><p>As a final design point: don't give free proficiencies at higher level. It signals to a character "your class demands you have this skill, but its best if you wait to take it" If I was building one of your fighters, I'd deliberately avoid taking History, Insight and Athletics because I know I'll get them later (with Expertise to boot). So, for 5-7 levels, my character would be scrub at those skills, and then remarkably become equal to the rogue who had expertise in them on level-up? I don't think that's the design choice you want to make. Either grant free proficiencies early (and then expertise later) OR do something that adds a non-proficiency bonus (such as using SD on skill checks) that doesn't make someone NOT want to pick proficiency with it.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8538425, member: 7635"] Interesting idea, but I would lean the opposite way into it. I like superiority dice. Rangers get Hunter's Mark (extra dice), Paladin's get smite (extra dice), Fighter's should get superiority dice. The pool should be akin to the # of spells those two classes get: enough you feel comfortable using them each encounter, but not necessarily each round. In my hypothetical fighter rebuild, they use SD to fuel their many of class functions. You get your classic battlemaster maneuvers (disarming attack, feinting attack, lunging attack, etc) as well as a few "hardwired" abilities that can't be taken via feats (such as second wind using SD). Basically, whenever the game gives fighter's a bonus, it should be an SD. However, whenever they gain a new action, that's separate. So things like Indomitable/Legendary Resistance or Action Surge are keyed off uses/day. I'd also keep the 2/3/4 attack progression if possible. I'd probably fold the crit bonus in as well, and I'd spread out extra fighting styles over the levels rather than a flat Int/bonus at first level (way too tempting to multi-class dip) As a final design point: don't give free proficiencies at higher level. It signals to a character "your class demands you have this skill, but its best if you wait to take it" If I was building one of your fighters, I'd deliberately avoid taking History, Insight and Athletics because I know I'll get them later (with Expertise to boot). So, for 5-7 levels, my character would be scrub at those skills, and then remarkably become equal to the rogue who had expertise in them on level-up? I don't think that's the design choice you want to make. Either grant free proficiencies early (and then expertise later) OR do something that adds a non-proficiency bonus (such as using SD on skill checks) that doesn't make someone NOT want to pick proficiency with it. [/QUOTE]
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