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Modifying the Trailblazer Fighter
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<blockquote data-quote="Ragnar_Deerslayer" data-source="post: 5124692" data-attributes="member: 11990"><p>First: I just picked up Trailblazer over the GM's Day Sale, and I'm really impressed! It's gotten me re-interested in 3.x roleplaying.</p><p></p><p>Now, I like the Trailblazer Fighter, but I want a little more of the 4e fighter's ability to tank mixed in. Basically, I'm keeping the Trailblazer Fighter exactly as-is, but instead of giving Expert Weapon Proficiency at levels 3 and 7, I'm substituting some tanking abilities:</p><p></p><p>3: Interrupting Strike: At level 3, any attack made in the Fighter's threatened area that does not include him provokes an AoO.</p><p></p><p>7: Stop-Hit: If a Punishing Strike is provoked by an opponent leaving the Fighter's threatened area, and the Punishing Strike hits, the opponent does not succeed in leaving the threatened area, and that movement action ends.</p><p></p><p>Are these too powerful? Would it be better to make them higher-level abilities? (Although I really want the Fighter to be a good tank from the start.) What if I made Punishing Strike give a +1 to hit with each +1d6 damage, instead of a flat +4 to start?</p><p></p><p>Does interrupting strike become too powerful if the party has two fighters in it? I don't think my gaming group would want two fighters, but I do see characters created for party tactics (rather than individual tactics) being a good thing.</p><p></p><p>Thanks, and I'm following the development of the monster book closely!</p><p></p><p>Ragnar</p></blockquote><p></p>
[QUOTE="Ragnar_Deerslayer, post: 5124692, member: 11990"] First: I just picked up Trailblazer over the GM's Day Sale, and I'm really impressed! It's gotten me re-interested in 3.x roleplaying. Now, I like the Trailblazer Fighter, but I want a little more of the 4e fighter's ability to tank mixed in. Basically, I'm keeping the Trailblazer Fighter exactly as-is, but instead of giving Expert Weapon Proficiency at levels 3 and 7, I'm substituting some tanking abilities: 3: Interrupting Strike: At level 3, any attack made in the Fighter's threatened area that does not include him provokes an AoO. 7: Stop-Hit: If a Punishing Strike is provoked by an opponent leaving the Fighter's threatened area, and the Punishing Strike hits, the opponent does not succeed in leaving the threatened area, and that movement action ends. Are these too powerful? Would it be better to make them higher-level abilities? (Although I really want the Fighter to be a good tank from the start.) What if I made Punishing Strike give a +1 to hit with each +1d6 damage, instead of a flat +4 to start? Does interrupting strike become too powerful if the party has two fighters in it? I don't think my gaming group would want two fighters, but I do see characters created for party tactics (rather than individual tactics) being a good thing. Thanks, and I'm following the development of the monster book closely! Ragnar [/QUOTE]
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