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Mustrum's Mythical Fighter Techniques
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5973015" data-attributes="member: 710"><p>The Fighter's Guidance stamina expenditure happens not at the start of the day, but the very moment that you "lend" someone your stamina. You do not give them a reserve pool or something like that, you basicaly order them around or aid them in some way and that costs you your stamina. </p><p>I may have to clarify the wording for that. (Should I fire ZombieRoboNinja for not remarking that? ; ))</p><p></p><p>My goal is definitely not to remove the 15 minute adventuring day with these rules. My goal is (in that context, there are other goals) to ensure that if the 15 minute adventuring day happens, the Fighter doesn't fall back behind the Wizard in his contributions. </p><p></p><p>If you design mechanics or DM techniques that encourage something else than a 15 minute adventuring day for spellcasters, you can probably also apply these to the Fighter. (For example, if you allow milestone to give the wizard an ability to regain some spells, the Fighter can likewise regain stamina. If the party has only 12 hours to stop the sacrifice of the princess, then the fighter will have the same requirement as the wizard to manage his resources, etc.)</p><p></p><p>The other goal, of course, is to ensure that the Fighter can contribute impressive, powerful or usueful effects that can compete with the Wizard - without giving the Fighter actual spellcasting ability. The should be thematically appropriate for a "martial dude" - even if they at some point will appear anything but "mundane" and more like something out of a myth or legend (Beowulf being the typical extreme example, I think.)</p><p></p><p></p><p>No, I did not. My time with D&D started at 3E. But I've read some stuff on the boards about earlier editions, and so ideas like the ability to recruit allies definitely come from ideas of previous editions. (THough 3 E also had that with Leadership).</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5973015, member: 710"] The Fighter's Guidance stamina expenditure happens not at the start of the day, but the very moment that you "lend" someone your stamina. You do not give them a reserve pool or something like that, you basicaly order them around or aid them in some way and that costs you your stamina. I may have to clarify the wording for that. (Should I fire ZombieRoboNinja for not remarking that? ; )) My goal is definitely not to remove the 15 minute adventuring day with these rules. My goal is (in that context, there are other goals) to ensure that if the 15 minute adventuring day happens, the Fighter doesn't fall back behind the Wizard in his contributions. If you design mechanics or DM techniques that encourage something else than a 15 minute adventuring day for spellcasters, you can probably also apply these to the Fighter. (For example, if you allow milestone to give the wizard an ability to regain some spells, the Fighter can likewise regain stamina. If the party has only 12 hours to stop the sacrifice of the princess, then the fighter will have the same requirement as the wizard to manage his resources, etc.) The other goal, of course, is to ensure that the Fighter can contribute impressive, powerful or usueful effects that can compete with the Wizard - without giving the Fighter actual spellcasting ability. The should be thematically appropriate for a "martial dude" - even if they at some point will appear anything but "mundane" and more like something out of a myth or legend (Beowulf being the typical extreme example, I think.) No, I did not. My time with D&D started at 3E. But I've read some stuff on the boards about earlier editions, and so ideas like the ability to recruit allies definitely come from ideas of previous editions. (THough 3 E also had that with Leadership). [/QUOTE]
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