D&D (2024) Martial vs Caster: Removing the "Magical Dependencies" of high level.

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Frankly, personally? Could not possibly care less what the default narrative is.
...
In any case, we've got a workable default flavor. So, let's move on shall we?

That's a personal preference though. I love having a default to fall back on because it provides three things:

1. A stock answer if I don't want to get more creative than that.
2. A springboard for developing my own idea if I want
3. A limit if I want to focus my design goals.

@Micah Sweet 's idea is fine. I'd have liked a little more focus (I posted my idea about fighter destiny earlier) but this is serviceable enough for everyone else, I'm not letting the perfect be the enemy of the good.
 

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@Micah Sweet 's idea is fine. I'd have liked a little more focus (I posted my idea about fighter destiny earlier) but this is serviceable enough for everyone else, I'm not letting the perfect be the enemy of the good.
i agree, @Micah Sweet explaination sounds more like a justification for one off random superpowers amongst the populous rather than anything in the fighter's specific toolset but in the interests of finally moving on from this topic of 'how comes the fighter can' i'll raise no more objections against it, after all, i can always refluff it on my own character ;)

edit: oops pinged the wrong micah,
 

That's a personal preference though. I love having a default to fall back on because it provides three things:

1. A stock answer if I don't want to get more creative than that.
2. A springboard for developing my own idea if I want
3. A limit if I want to focus my design goals.

@Micah Sweet 's idea is fine. I'd have liked a little more focus (I posted my idea about fighter destiny earlier) but this is serviceable enough for everyone else, I'm not letting the perfect be the enemy of the good.
I would have focused more, but this way we allow for all the stuff people want to do, and the base story has a proven track record of success.
 

That's a personal preference though. I love having a default to fall back on because it provides three things:

1. A stock answer if I don't want to get more creative than that.
2. A springboard for developing my own idea if I want
3. A limit if I want to focus my design goals.

@Micah Sweet 's idea is fine. I'd have liked a little more focus (I posted my idea about fighter destiny earlier) but this is serviceable enough for everyone else, I'm not letting the perfect be the enemy of the good.
I don't agree that it's necessary (and i find the insistence upon its creation depressing), but for the purposes of "moving forward", I will agree that it is fine.
 


i agree, @Micah Sweet explaination sounds more like a justification for one off random superpowers amongst the populous rather than anything in the fighter's specific toolset but in the interests of finally moving on from this topic of 'how comes the fighter can' i'll raise no more objections against it, after all, i can always refluff it on my own character ;)

edit: oops pinged the wrong micah,
That's why I included the stuff about physical fitness and warrior training. Superheroes all seem pretty tough compared to the average spellcaster anyway.
 

So, where to start? I'm thinking d10 hit die, fighter-level weapon proficiencies (with medium armor, and heavy available under a subclass), and choice of cantrip-level abilities, with a proficiency bonus per long rest ability equivalent in power to a 1st level spell.

What do you think? Too strong? Not strong enough?
 

So, where to start? I'm thinking d10 hit die, fighter-level weapon proficiencies (with medium armor, and heavy available under a subclass), and choice of cantrip-level abilities, with a proficiency bonus per long rest ability equivalent in power to a 1st level spell.

What do you think? Too strong? Not strong enough?
My personal preference would be for battlemaster maneuvers and superiority dice to be folded back into the base fighter, with dice fueling abilities. I'd also make superiority dice exploding dice.
 

My personal preference would be for battlemaster maneuvers and superiority dice to be folded back into the base fighter, with dice fueling abilities. I'd also make superiority dice exploding dice.
But you'd need to expand what maneuvers are capable of, for the supernatural stuff people want. At which point from my perspective, you might as well just use Level Up's combat maneuver system. Several of the available traditions feature supernatural effects.
 

So, where to start? I'm thinking d10 hit die, fighter-level weapon proficiencies (with medium armor, and heavy available under a subclass), and choice of cantrip-level abilities, with a proficiency bonus per long rest ability equivalent in power to a 1st level spell.

What do you think? Too strong? Not strong enough?

Keep heavy armor in the base class
 

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