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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: 8538661" data-attributes="member: 6987520"><p><strong>UPDATE: 2nd Draft</strong></p><p><strong></strong></p><p><strong>Design Choices.</strong> I removed Improved Critical and Remarkable Athlete, so Champion is normal as a subclass. I also reduced the number of "martial maneuvers" so Battle Masters can still be played, but would gain an additional 1-4 maneuvers due to the core class.</p><p></p><p><strong>1. Fighting Style.</strong> I kept this linked to Intelligence. I feel Fighters are gaining enough features now that additional fighting styles later on aren't as necessary. In addition, I encourage the Martial Versatility option to change your fighting style when you gain a level (or ASI or whenever) in Fighter.</p><p></p><p><strong>2. Second Wind.</strong> Increased the uses per day, but changed it to a long rest. This way it isn't dependent on the DM or the party to try to get in the short rest so it can be used again.</p><p></p><p><strong>3. Martial Maneuvers.</strong> I reduced the number of maneuvers so that is more the bailiwick of the Battle Master subclass. If you choose to be a Battle Master, superiority dice replace superiority bonus and uses. Basically you just pick up 1-4 additional maneuvers.</p><p></p><p><strong>4. Many Leagues.</strong> (<em>This is meant to help with exploration and social pillars.</em>) I've updated this to include Insight and an option from four skills (which can be revised of course), and removed double proficiency bonus. I don't want Fighters to replace rogues/bards as skill monkeys but to be useful themselves.</p><p></p><p><strong>5. Superior Training (replaced Remarkable Athlete).</strong> This now becomes a catch-all for skills for Fighters by allowing you to learn any two language, skill, or tool proficiency. If you want depth instead of breadth, it allows you instead to double your proficiency bonus in a proficiency you already have instead of learning two new ones.</p><p></p><p>By keeping this wide open, a Fighter can pick up skills to help with either exploration or social pillars, or choose to emphasize a proficiency they already have in either pillar, or for a skill more combat-oriented.</p><p></p><p><strong>6. Indomitable.</strong> I've added proficiency in Wisdom saving throws. I realized Fighters already have Constitution saves for resisting things, and adding Wisdom made sense. It does make this feature even stronger, however, but since I am limited it to once per short or long rest (you never gain additional uses), I am hoping that is a reasonable trade-off?</p><p></p><p><strong>7. Extra Attack (2).</strong> I decided to restore Extra Attack (2) and remove Improved Critical, moving Heroic Surge to later on. I don't want to bring Extra Attack (3) back because it only comes online at 20th level, and like the versatility you get with Marvelous Surge more.</p><p></p><p><strong>8. Action Surge/ Heroic Surge/ Marvelous Surge.</strong> No changes to these except moving Heroic Surge until later on. Of course, by restoring Extra Attack (2), you will get even more attacks with Heroic Surge (9 attacks) and Marvelous Surge (12 attacks!!!). However, surging is only ever available once per short rest, and you can only use it for more attacks OR for increasing distance, jumps, lifts, etc.</p><p></p><p><strong>9. Turn the Tide.</strong> This has been updated to more represent you are working with someone, but I might update it more to also be a solo feature. Working Together grants advantage, as does Helping in combat, this feature adds +5 more, but is usable only once per rest.</p><p></p><p><strong>10. Incredible Resistance.</strong> I renamed this to avoid confusion with the feature it is based on. With Legendary Resistance, you can choose to succeed <em>after</em> you roll. With this feature you must declare its use <em>instead</em> of rolling.</p><p></p><p>That's the draft two update. Further thoughts and suggestions? Again, is anything too OP really? Do the features function to fill the gaps towards versatility, shenanigans, and the exploration and social pillars?</p><p></p><p></p><p>[ATTACH=full]151423[/ATTACH]</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8538661, member: 6987520"] [B]UPDATE: 2nd Draft Design Choices.[/B] I removed Improved Critical and Remarkable Athlete, so Champion is normal as a subclass. I also reduced the number of "martial maneuvers" so Battle Masters can still be played, but would gain an additional 1-4 maneuvers due to the core class. [B]1. Fighting Style.[/B] I kept this linked to Intelligence. I feel Fighters are gaining enough features now that additional fighting styles later on aren't as necessary. In addition, I encourage the Martial Versatility option to change your fighting style when you gain a level (or ASI or whenever) in Fighter. [B]2. Second Wind.[/B] Increased the uses per day, but changed it to a long rest. This way it isn't dependent on the DM or the party to try to get in the short rest so it can be used again. [B]3. Martial Maneuvers.[/B] I reduced the number of maneuvers so that is more the bailiwick of the Battle Master subclass. If you choose to be a Battle Master, superiority dice replace superiority bonus and uses. Basically you just pick up 1-4 additional maneuvers. [B]4. Many Leagues.[/B] ([I]This is meant to help with exploration and social pillars.[/I]) I've updated this to include Insight and an option from four skills (which can be revised of course), and removed double proficiency bonus. I don't want Fighters to replace rogues/bards as skill monkeys but to be useful themselves. [B]5. Superior Training (replaced Remarkable Athlete).[/B] This now becomes a catch-all for skills for Fighters by allowing you to learn any two language, skill, or tool proficiency. If you want depth instead of breadth, it allows you instead to double your proficiency bonus in a proficiency you already have instead of learning two new ones. By keeping this wide open, a Fighter can pick up skills to help with either exploration or social pillars, or choose to emphasize a proficiency they already have in either pillar, or for a skill more combat-oriented. [B]6. Indomitable.[/B] I've added proficiency in Wisdom saving throws. I realized Fighters already have Constitution saves for resisting things, and adding Wisdom made sense. It does make this feature even stronger, however, but since I am limited it to once per short or long rest (you never gain additional uses), I am hoping that is a reasonable trade-off? [B]7. Extra Attack (2).[/B] I decided to restore Extra Attack (2) and remove Improved Critical, moving Heroic Surge to later on. I don't want to bring Extra Attack (3) back because it only comes online at 20th level, and like the versatility you get with Marvelous Surge more. [B]8. Action Surge/ Heroic Surge/ Marvelous Surge.[/B] No changes to these except moving Heroic Surge until later on. Of course, by restoring Extra Attack (2), you will get even more attacks with Heroic Surge (9 attacks) and Marvelous Surge (12 attacks!!!). However, surging is only ever available once per short rest, and you can only use it for more attacks OR for increasing distance, jumps, lifts, etc. [B]9. Turn the Tide.[/B] This has been updated to more represent you are working with someone, but I might update it more to also be a solo feature. Working Together grants advantage, as does Helping in combat, this feature adds +5 more, but is usable only once per rest. [B]10. Incredible Resistance.[/B] I renamed this to avoid confusion with the feature it is based on. With Legendary Resistance, you can choose to succeed [I]after[/I] you roll. With this feature you must declare its use [I]instead[/I] of rolling. That's the draft two update. Further thoughts and suggestions? Again, is anything too OP really? Do the features function to fill the gaps towards versatility, shenanigans, and the exploration and social pillars? [ATTACH type="full" width="547px" alt="1644179539129.png"]151423[/ATTACH] [/QUOTE]
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