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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #2: Fighter
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<blockquote data-quote="clsawyer0328" data-source="post: 8091401" data-attributes="member: 7025911"><p>The Base Class is fine, much like in 5e. I wish the Saving Throws were STR, DEX as I think that plays fairer to DEX Fighters, and I would like to see them have even 1 Tool Proficiency.</p><p></p><p>I do think that there are WAY too many choices at 1st Level. I like the idea of players having a ton of choices they can make, but three at 1st Level is gonna be a hard sell for newbies. I don't mean people with no TTRPG experience either, I mean everyone. Also, Fighting Styles are still not well balanced, and that bothers me, perhaps more than it should.</p><p></p><p>I do like the idea of including manuvers in the base class, but I don't know if we need all these different ones! You're turning a Fighter into a Caster with the amount of bookkeeping, and that's not a great idea for the Fighter. Altho, maybe that's just the niche you're going for? I think the list could do with some refinement to cut them down to some more general options which could then be divided by Level/"Degree". I also don't like the idea that the Degrees scale at the same rate as half-caster Spell Slots but at 1 Level sooner. Just seems really off to me.</p><p></p><p>Steely Mien is cool, but the choices don't all seem to be balanced. Similar feelings towards Martial Lore and Reputation.</p><p></p><p>Exploration Knacks are also cool, and I like them a lot. I do wish they were introduced at a later Level tho. Too many choices per Level is still worse design imo; there's a reason why WoTC didn't do that.</p><p></p><p>Also, with the two paragraphs above, and the Manuvers being divided up into playstyles, I don't really see a reason for Archetypes. Heck, I feel that I can play any Fighter I can envision without them already; I say get rid of them and move some of the choices to those Levels.</p><p></p><p>Minor Dis/Advantage is a HORRENDOUS idea. The Advantage system is one of the best innovations in the entire hobby BECAUSE it simplified these things; complicating it defeats the purpose. Doubly so when you have some features that seem to be virutally the same other than the fact one has Minor and the other Major Dis/Advantage. It needs to be scrapped entirely.</p><p></p><p>Also, don't penalize people for trying to do cool things! For example, Heavy Swing. I'm already paying an Exertion Point and using my Reaction to Cleave; why do I need to possibly miss because of Minor Disadvantage? Doubleshot: I'm using my Bonus Action and paying an Exertion Point and an extra piece of ammo. Raking Strike: same thing, but with Major Disadvantage. Heck, even Knockdown Assault has a qualifier which can completely invalidate the point of spending the Exertion. This is just bad design.</p><p></p><p>Final Thoughts. I want to like this. There's a lot here that's interesting. Right now, it's interesting, but not good. Some problems are minor, others are Minor... major lol.</p></blockquote><p></p>
[QUOTE="clsawyer0328, post: 8091401, member: 7025911"] The Base Class is fine, much like in 5e. I wish the Saving Throws were STR, DEX as I think that plays fairer to DEX Fighters, and I would like to see them have even 1 Tool Proficiency. I do think that there are WAY too many choices at 1st Level. I like the idea of players having a ton of choices they can make, but three at 1st Level is gonna be a hard sell for newbies. I don't mean people with no TTRPG experience either, I mean everyone. Also, Fighting Styles are still not well balanced, and that bothers me, perhaps more than it should. I do like the idea of including manuvers in the base class, but I don't know if we need all these different ones! You're turning a Fighter into a Caster with the amount of bookkeeping, and that's not a great idea for the Fighter. Altho, maybe that's just the niche you're going for? I think the list could do with some refinement to cut them down to some more general options which could then be divided by Level/"Degree". I also don't like the idea that the Degrees scale at the same rate as half-caster Spell Slots but at 1 Level sooner. Just seems really off to me. Steely Mien is cool, but the choices don't all seem to be balanced. Similar feelings towards Martial Lore and Reputation. Exploration Knacks are also cool, and I like them a lot. I do wish they were introduced at a later Level tho. Too many choices per Level is still worse design imo; there's a reason why WoTC didn't do that. Also, with the two paragraphs above, and the Manuvers being divided up into playstyles, I don't really see a reason for Archetypes. Heck, I feel that I can play any Fighter I can envision without them already; I say get rid of them and move some of the choices to those Levels. Minor Dis/Advantage is a HORRENDOUS idea. The Advantage system is one of the best innovations in the entire hobby BECAUSE it simplified these things; complicating it defeats the purpose. Doubly so when you have some features that seem to be virutally the same other than the fact one has Minor and the other Major Dis/Advantage. It needs to be scrapped entirely. Also, don't penalize people for trying to do cool things! For example, Heavy Swing. I'm already paying an Exertion Point and using my Reaction to Cleave; why do I need to possibly miss because of Minor Disadvantage? Doubleshot: I'm using my Bonus Action and paying an Exertion Point and an extra piece of ammo. Raking Strike: same thing, but with Major Disadvantage. Heck, even Knockdown Assault has a qualifier which can completely invalidate the point of spending the Exertion. This is just bad design. Final Thoughts. I want to like this. There's a lot here that's interesting. Right now, it's interesting, but not good. Some problems are minor, others are Minor... major lol. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #2: Fighter
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