Change Fighting Style so that it is no longer a choice. You just get different benefits based on what you are wielding.
I made a few classes based around weapon styles. They each have two stances and four abilities. I'm working on consolidating them into a single class.Interesting.
I also thought about "stances" that you can switch between.
EDIT: I'll add, though, that most fighting styles are totally passive. You get various bonuses, but you take the same actions you'd take without them. (The only exception is Protection, and that consumes a reaction.). I was interested in a designing a sub-class that actually lets you do cool things.
Here's how I see it: if you can do Cool Stuff all day long, said Stuff can't be all that Cool. If you want the Really Cool Stuff, there has to be some limit on how often you can use it, or you'll just use it all the time and then it just becomes silly and routine. For example, see the 3e fighter specializing in Spiked Chain, Combat Reflexes and Improved Trip, who'll knock down anyone getting near him and then step away. When the opponent stands up, they get another smack, and can't full-attack the fighter. That being as good a tactic as it is (even though there are counters) is silly, and the main problem is that it's an unlimited-use thing. Or, to use a 5e example, since getting into position to use the Rogue's Sneak attack is super easy, barely an inconvenience, it can't be all that strong. And indeed, a sneak attacking rogue deals more or less the same damage as an offense-focused fighter.Interesting idea. It’s another variant of situational mechanics, where the prerequisite “situation” is the fall of the die.
For the most part I don’t love it: it feels too abstract (“dissociative” some might say, although generally I don’t have a problem with mechanics that are thus disparagingly described) but also it gives the player no leeway to set up those situations. Not in the way that you might, for example, set up a situation where Shove becomes especially effective.
I don't think that it would be problematic. There are plenty of spells that take effect when an enemy moves into their area and saves/damage interrupt the flow.Extra reactions would make things like reach broken, which turn out to be balanced in 5e because of the hard rule of only one reaction per round.
Reactions are cool conceptually, but the interruptions slow down gameplay.
Balancewise, it might be ok to spend the next action on a current extra reaction instead. Or get an extra reaction per short rest, or something like that.
The concerns about reaction bloat apply to everyone, mage and warrior alike.I don't think that it would be problematic. There are plenty of spells that take effect when an enemy moves into their area and saves/damage interrupt the flow.
It would act like a less-powerful version of Spirit Guardians in effect, with smaller area and no slowing effect. If you feel that is too powerful for a martial class to be able to do at low levels, you could lock it behind level 6 maybe.
Giving a number of extra reactions equal to number of Extra Attacks is a commonly suggested tweak.
I think the main limit on reach in 5e is that you only get opportunity attacks when foes leave your reach. In 3e and 4e, you get them when opponents leave a threatened square – which means you get a free hit on anyone who approaches you. That's not the default state in 5e, and instead requires a feat (Polearm Mastery) plus using specific weaponry.In 5e, there have been no complaints about reach. The main reason for the 5e balance of reach turns out to be the limit of only one reaction per turn, which thus trivializes opportunity attacks by preventing multiple simultaneous ones.
Notice how character optimization views Polearm Mastery as more powerful than most feats because of its additional attacks. Extra reactions are likewise unevenly more powerful, and more useful.I think the main limit on reach in 5e is that you only get opportunity attacks when foes leave your reach. In 3e and 4e, you get them when opponents leave a threatened square – which means you get a free hit on anyone who approaches you. That's not the default state in 5e, and instead requires a feat (Polearm Mastery) plus using specific weaponry.
The concerns about reaction bloat apply to everyone, mage and warrior alike.
In 3e, the brokenness of reach prevented Large player character concepts, despite their centrality in many reallife traditions.
In 5e, there have been no complaints about reach. The main reason for the 5e balance of reach turns out to be the limit of only one reaction per turn, which thus trivializes opportunity attacks by preventing multiple simultaneous ones.
Relatedly, the limit to one reaction helps each turn within a round flow quicker to the next turn.