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How to "fix" (or at least help) the fighter/wizard dynamic. (+)
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<blockquote data-quote="HammerMan" data-source="post: 8540384" data-attributes="member: 84112"><p>Okay so talking it over last night with some of the gang here is the theoretical fix we came up with.</p><p></p><p>go through Bo9S and 4e fighter/Warlord powers and scrub the mechanics but keep the flavor of about 100 powers between them (some will duplicate with next step) (also remember stances... you will want a few of those...there are things in 4e that look like them by another name)</p><p></p><p>Take all the battlemaster maneuvers.</p><p></p><p>from this new list (removing dups like commander strike) segregate them into 4 groups. assign them to the 4 tiers of play (some of us said to redo the tiers of play but this was already a big thing).</p><p></p><p>take the Psi Knight we take the psi die (some said start it at d4 but I thinkd6) You start with 1 at 1st level then 2 at 2nd and at 3rd it becomes double prof... you also gain a way to regain them based on subclass "when you X recover 1 martial die" like how all the rogue subclasses has diffrent ways to generate sneak attack, BUT then also get 1 back per short rest.</p><p></p><p>now remechainc all of the above maneuvers with the mechanics of "use a martial die" or "decrease your martial die" but... the ones you took as 'stances' are just "as long as you have a martial die"</p><p></p><p>so a 10th level fighter would have 8 martial dice recover all on a long rest 1 back each short rest, and a subclass way to regain them. they would be d8 or d10 (we redid the chart and could not agree) to start the day. HOWEVER. some maneuvers you just have (all fighters start with a parry that allows you to as a reaction decrease damage from a single attack equal to your die roll) and some you choose at level ups. Some cost dice (Mountain hammer, on a hit spend a martial die and add double it to your damage, this attack ignores all resistance and immunities) some require you to lower the martial die until you take a short rest (min d4 even if it starts at d6) when it goes back up 1 die code to a max of your current diecode (example: Twornado strike decrease your martial die 1 step and make 2 attacks against any/all creatures within your weapons reach). Some though get turned on (maybe turning some more powerful ones on decrease or cost a martial die) but once you have it up it lasts all day concentration (so only 1 on at a time) (example Punishing stance: in this stance you deal your martial die as extra damage to all melee attacks that hit) </p><p></p><p>note: fighters get Con saves... so this makes them better then casters at holding concentration but far from guaranteed so you would have to be carful with stances costing things cause they are not going to last </p><p></p><p>keep second wind and action surge it's own thing and replace indomitable rerolls with legendary resistance auto success </p><p></p><p>you can have physical extra stuff (trip, sunder, disarm) you can have really cool anime extra stuff (double jump cut through mountain) and even magical stuff (light your blade on fire, teleport) as long as they are all options... and put into the proper tier. Better yet you can have social and exploration abilities in there as options too (smooth talker, climb perfectly, intimadating grin) and in the higher teirs (3 and 4) you can have some be shenanigan's (stomp earth quake costs 2 martial dice, cut into the ground and make a wall in 1 action X by X, jump from one city to the next in 1d4 rounds) and again since they are options you CAN take them or not... </p><p></p><p>now the champion would still get increased crits, and the eldritch knight would still get spells, ect ect</p></blockquote><p></p>
[QUOTE="HammerMan, post: 8540384, member: 84112"] Okay so talking it over last night with some of the gang here is the theoretical fix we came up with. go through Bo9S and 4e fighter/Warlord powers and scrub the mechanics but keep the flavor of about 100 powers between them (some will duplicate with next step) (also remember stances... you will want a few of those...there are things in 4e that look like them by another name) Take all the battlemaster maneuvers. from this new list (removing dups like commander strike) segregate them into 4 groups. assign them to the 4 tiers of play (some of us said to redo the tiers of play but this was already a big thing). take the Psi Knight we take the psi die (some said start it at d4 but I thinkd6) You start with 1 at 1st level then 2 at 2nd and at 3rd it becomes double prof... you also gain a way to regain them based on subclass "when you X recover 1 martial die" like how all the rogue subclasses has diffrent ways to generate sneak attack, BUT then also get 1 back per short rest. now remechainc all of the above maneuvers with the mechanics of "use a martial die" or "decrease your martial die" but... the ones you took as 'stances' are just "as long as you have a martial die" so a 10th level fighter would have 8 martial dice recover all on a long rest 1 back each short rest, and a subclass way to regain them. they would be d8 or d10 (we redid the chart and could not agree) to start the day. HOWEVER. some maneuvers you just have (all fighters start with a parry that allows you to as a reaction decrease damage from a single attack equal to your die roll) and some you choose at level ups. Some cost dice (Mountain hammer, on a hit spend a martial die and add double it to your damage, this attack ignores all resistance and immunities) some require you to lower the martial die until you take a short rest (min d4 even if it starts at d6) when it goes back up 1 die code to a max of your current diecode (example: Twornado strike decrease your martial die 1 step and make 2 attacks against any/all creatures within your weapons reach). Some though get turned on (maybe turning some more powerful ones on decrease or cost a martial die) but once you have it up it lasts all day concentration (so only 1 on at a time) (example Punishing stance: in this stance you deal your martial die as extra damage to all melee attacks that hit) note: fighters get Con saves... so this makes them better then casters at holding concentration but far from guaranteed so you would have to be carful with stances costing things cause they are not going to last keep second wind and action surge it's own thing and replace indomitable rerolls with legendary resistance auto success you can have physical extra stuff (trip, sunder, disarm) you can have really cool anime extra stuff (double jump cut through mountain) and even magical stuff (light your blade on fire, teleport) as long as they are all options... and put into the proper tier. Better yet you can have social and exploration abilities in there as options too (smooth talker, climb perfectly, intimadating grin) and in the higher teirs (3 and 4) you can have some be shenanigan's (stomp earth quake costs 2 martial dice, cut into the ground and make a wall in 1 action X by X, jump from one city to the next in 1d4 rounds) and again since they are options you CAN take them or not... now the champion would still get increased crits, and the eldritch knight would still get spells, ect ect [/QUOTE]
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