Chris_Nightwing
First Post
I described the levels of the fighter techniques at the level they become available - it happens not by accident to be 7 levels of techniques, though, since I understood that D&D Next will have 7 levels of spells, which would need to be spaced at about 1 per 3 levels.
There is no limitation on how many the Fighter can know, but he must research additional ones. I find it more interesting if techniques can/must be learned - it grants you basically plot hooks for free, since the player may want to acquire additional techniques and the DM can spend rumors of manuals, teachers or magic items providing such techniques.
Note that I worded Word on the Streets and other abilities so that you still have room for roleplaying - the DM can either grant you the information with no roll required within 1d4 hours, but he can also only provide you with the source of an information after this time and still require you to roleplay actually asking the source. The guarantee of the power is that you have the source of information and that you have advantage on all checks regarding acquiring the information.
Oh yes, of course you did - sensible setup then. Agree on the plot hooks for learning techniques, the same is true of spells and is an awesome personal quest.
I think my worry with Word on the Streets is, as an example, if a player says "I want to know who is in charge of $SECRET_ORGANISATION, so give me the info or tell me who has it" - which, as a DM, might blow up your carefully plotted intrigue adventure. Of course you can DM fiat say no, nobody knows, but then the player will be decidedly unhappy for learning that technique. I think things like this need a note to empower the DM to say no, or adjust what is gained from it - in this case I would try to reward use of the power to grant some advantage later in the adventure, but that may still leave rules lawyers unsatisfied.