Idea for the fighter

fjw70

Adventurer
I have an idea for fighters for DnD Next. Increasing damage dealing and maneuvers is suppose to be how fighters get better as they level, but so far the fighter doesn't get much as he levels.

My idea to is give the fighter additional damage dice as he levels. The exact math isn't worked out but say at 3rd level he get an extra damage die so he can make a 2[W] attack every round, or he could split it and attack two separate creatures with a 1[W] each. This would significantly scale his damage against a single target and give him a cleave like ability against multiple foes. Of course he would keep getting damage dice as he levels.

To increase the tactical options he could also spend damage dice to do things like knock an enemy prone (for a cost of 1[W]) or push them (maybe push 1d3 x 5ft for a cost of 1[W]).

In keeping with the modularity of Next this system could just scale damage or it could be used as a general system of tactical options.
 
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That's a pretty elegant take on the issue, actually.

However, making it W damage scales to fast and favors the fighter using high damage dice weapon users. The fighter already gains damage boni. being able to sacrifice those for effects would be workable, I think.
 

Interesting idea! Despite liking 4th ed as a game and wanting to see 4th ed elements in DDN, I quite like the playtest fighter as a starting point. While abilties like reaping strike and cleave are powerful, I am interested to see how the modularity of 4th can be brought and this way sounds promising and logical. I quite like stances for martial types though.
 

Interesting. Of course, we've only seen three draft levels and one fighter concept, so we don't know what else is under consideration, either.

I think we have to keep in mind that we're looking at the game through a soda straw, and are complaining that the horse's legs are too large when in reality we're looking at an elephant.
 

Interesting. Of course, we've only seen three draft levels and one fighter concept, so we don't know what else is under consideration, either.

I think we have to keep in mind that we're looking at the game through a soda straw, and are complaining that the horse's legs are too large when in reality we're looking at an elephant.

Agreed, it is still very early. My idea wasn't complaining. I was just offering an idea. I would rather have a system of general maneuvers than a system of choosing specific maneuvers for your character.
 

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