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

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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.
I'll have to do some brainstorming later. But I think the dice could power supernatural abilities based on subclass at low level (dragon breath, telekinesis, etc) and some generalized superhuman ones (impossibly high jumps) along with better subclass supernatural ones (dragon wings, etc.)
 

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I'll have to do some brainstorming later. But I think the dice could power supernatural abilities based on subclass at low level (dragon breath, telekinesis, etc) and some generalized superhuman ones (impossibly high jumps) along with better subclass supernatural ones (dragon wings, etc.)
I had a DM that had a real cool house rule you might want to try.
Every round the fighter (well his rewrite of it) got a d6 to roll to add to either a str dex or con save, or attack or skill check. If you roll a 1 you lower your die to a d4, then if you get a 1 again it goes down to a d3 then goes away. if you roll max you increase the die code to a max of d10. When you take a short rest you can expend a HD to reset your die to d6. When you take a long rest you auto reset it.

Then he had not only the battle master maneuvers but these cool supernatural ones that allowed you to flank with yourself, or get past resistance or even immunity and ones that allowed you to attack twice. However some required you to have the die code to a height and other required you to automatically lower the die code.

Some he called stances and had cool add on that lasted with concentration, but some just were fire and forget. I have to see if I have his list, it started with 1st level ones and went all the way to 9th level following the spell chart for full casters.

Some I remember had a lower the die code 2 steps to move to a spot in 30ft as a bonus action with no terrain or attacks blocking it. one where you just delt that code of fire damage as you lit your sword on fire, and my personal favorite was you needed a full d10 but you lower it 3 die codes (so back to your d4) but you gain 1d4+1 actions you can take while enemies could not react.
 

Presumably a mythic warrior's abilities would focus on being a warrior rather than being a monster or a gish.

You don't need to fly when you can jump 30' into the air, grab the griffon by the face, shove a sword into its wing, send it careening into the ground, and pin it to earth like a butterfly in a display.
 

I had a DM that had a real cool house rule you might want to try.
Every round the fighter (well his rewrite of it) got a d6 to roll to add to either a str dex or con save, or attack or skill check. If you roll a 1 you lower your die to a d4, then if you get a 1 again it goes down to a d3 then goes away. if you roll max you increase the die code to a max of d10. When you take a short rest you can expend a HD to reset your die to d6. When you take a long rest you auto reset it.

Then he had not only the battle master maneuvers but these cool supernatural ones that allowed you to flank with yourself, or get past resistance or even immunity and ones that allowed you to attack twice. However some required you to have the die code to a height and other required you to automatically lower the die code.

Some he called stances and had cool add on that lasted with concentration, but some just were fire and forget. I have to see if I have his list, it started with 1st level ones and went all the way to 9th level following the spell chart for full casters.

Some I remember had a lower the die code 2 steps to move to a spot in 30ft as a bonus action with no terrain or attacks blocking it. one where you just delt that code of fire damage as you lit your sword on fire, and my personal favorite was you needed a full d10 but you lower it 3 die codes (so back to your d4) but you gain 1d4+1 actions you can take while enemies could not react.
I forgot the one that my buddy used like every game that just removed a condition as no action at the start of your turn if you have a d8 or higher and lower it 1 step
 

how supernatural is your intent to make the mythic fighter? my understanding of the design intent was to basically make them 'superhuman' as in, regular human capabilities scaled up to the point they become fantastic, the 'fighter 2.0',

cleave the earth with your weapon, jump into the skies, lift and throw boulders sorta things rather than flight, firebreathing or psychic powers.
 

how supernatural is your intent to make the mythic fighter, my understanding of the design intent was to basically make them 'superhuman' as in, regular human capabilities scaled up to the point they become fantastic, the 'fighter 2.0', rather than flight, firebreathing or psychic powers.
Yeah, the whole point of this was being able to make a fighter that isn't just the wizard's sidekick by getting beyond the imposed limitations.
 


how supernatural is your intent to make the mythic fighter? my understanding of the design intent was to basically make them 'superhuman' as in, regular human capabilities scaled up to the point they become fantastic, the 'fighter 2.0',

cleave the earth with your weapon, jump into the skies, lift and throw boulders sorta things rather than flight, firebreathing or psychic powers.
I think the degree of supernatural varies from poster to poster.
 

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 ;)

Yeah, doesn't really matter as long as the permission set is wide enough. And my take on his version is anything is possible. Now comes the hard part though -- what should be in there given anything is possible and still be a "martial" even if mythic martial.
 

I had a DM that had a real cool house rule you might want to try.
Every round the fighter (well his rewrite of it) got a d6 to roll to add to either a str dex or con save, or attack or skill check. If you roll a 1 you lower your die to a d4, then if you get a 1 again it goes down to a d3 then goes away. if you roll max you increase the die code to a max of d10. When you take a short rest you can expend a HD to reset your die to d6. When you take a long rest you auto reset it.

Then he had not only the battle master maneuvers but these cool supernatural ones that allowed you to flank with yourself, or get past resistance or even immunity and ones that allowed you to attack twice. However some required you to have the die code to a height and other required you to automatically lower the die code.

Some he called stances and had cool add on that lasted with concentration, but some just were fire and forget. I have to see if I have his list, it started with 1st level ones and went all the way to 9th level following the spell chart for full casters.

Some I remember had a lower the die code 2 steps to move to a spot in 30ft as a bonus action with no terrain or attacks blocking it. one where you just delt that code of fire damage as you lit your sword on fire, and my personal favorite was you needed a full d10 but you lower it 3 die codes (so back to your d4) but you gain 1d4+1 actions you can take while enemies could not react.

I'd love to see the list, personally.

How often did the die increase or decrease? Did it feel fairly stable? And how often did someone get bad luck and drop out of the system entirely in an early combat?
 

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