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General Tabletop Discussion
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(+) Ideas For Martial Features
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<blockquote data-quote="doctorbadwolf" data-source="post: 9019806" data-attributes="member: 6704184"><p>So let’s talk specific ideas, without all the rhetoric and snarking that other threads become full of.</p><p></p><p>Here are some things I find underwhelming, missing, or too siloed into other features.</p><p></p><ul> <li data-xf-list-type="ul">Throwing creatures</li> <li data-xf-list-type="ul">Defensive reactions</li> <li data-xf-list-type="ul">Shield work</li> <li data-xf-list-type="ul">Setting up a precise strike with a feint or parry</li> <li data-xf-list-type="ul">Disarms</li> <li data-xf-list-type="ul">Hold the line moves - that is, ability to slow or stop <em>multiple</em> enemies trying to get past you</li> <li data-xf-list-type="ul">Marking</li> <li data-xf-list-type="ul">Using skills to ignore difficult terrain or stop OAs</li> <li data-xf-list-type="ul">Knock heads together or otherwise hit a guy with another guy</li> </ul><p>What are your ideas for these? Do you think the ones that are in the DMG work well as written? Am I missing any basic moves that martial characters should be able to do?</p><p></p><p>And then, what are some higher level moves that martials should have access to? </p><p></p><ul> <li data-xf-list-type="ul">Disappearing without needing concealment (gated by level and expertise)</li> <li data-xf-list-type="ul">The stuff above, but bigger and better (yeet stuff bigger than you, etc)</li> <li data-xf-list-type="ul">Break spells, like punching a wall of force in just the right place and forcing the caster to save vs losing the spell</li> <li data-xf-list-type="ul">Interrupt enemy casting</li> <li data-xf-list-type="ul">Become magic resistant? </li> <li data-xf-list-type="ul">Use ritual, hit dice, and rare ingredients to craft a weapon that is bound to you, is magical, and gains power as you do. You aren’t doing magic, you’re crafting with magic ingredients, and your own life’s blood/life force</li> </ul><p>I know a lot more good ideas have been posited before, but I’m blanking.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9019806, member: 6704184"] So let’s talk specific ideas, without all the rhetoric and snarking that other threads become full of. Here are some things I find underwhelming, missing, or too siloed into other features. [LIST] [*]Throwing creatures [*]Defensive reactions [*]Shield work [*]Setting up a precise strike with a feint or parry [*]Disarms [*]Hold the line moves - that is, ability to slow or stop [I]multiple[/I] enemies trying to get past you [*]Marking [*]Using skills to ignore difficult terrain or stop OAs [*]Knock heads together or otherwise hit a guy with another guy [/LIST] What are your ideas for these? Do you think the ones that are in the DMG work well as written? Am I missing any basic moves that martial characters should be able to do? And then, what are some higher level moves that martials should have access to? [LIST] [*]Disappearing without needing concealment (gated by level and expertise) [*]The stuff above, but bigger and better (yeet stuff bigger than you, etc) [*]Break spells, like punching a wall of force in just the right place and forcing the caster to save vs losing the spell [*]Interrupt enemy casting [*]Become magic resistant? [*]Use ritual, hit dice, and rare ingredients to craft a weapon that is bound to you, is magical, and gains power as you do. You aren’t doing magic, you’re crafting with magic ingredients, and your own life’s blood/life force [/LIST] I know a lot more good ideas have been posited before, but I’m blanking. [/QUOTE]
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