New fighter mechanic with dial

Frostmarrow

First Post
In the latest podcast [5:30] from Wizards the designers reveal that there will be a new fighter mechanic than allows a player to play a simple fighter or a complex fighter by "turning a dial". The feature is exclusive to fighters.
Please speculate!
 

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That was one of the more intriguing parts of the podcasts, because they said that not only could you set the dial at creation, but you could adjust the dial as your character progressed, so you could start off with a simple fighter and gradually turn up the complexity as you leveled. But I have no idea how they're going to accomplish this.
 

That was one of the more intriguing parts of the podcasts, because they said that not only could you set the dial at creation, but you could adjust the dial as your character progressed, so you could start off with a simple fighter and gradually turn up the complexity as you leveled. But I have no idea how they're going to accomplish this.

And turning it back down again.

Also Themes are out and Specialties are in.
 

Well, that sounds interesting.

Wild speculation:

At every odd level, the Fighter gets a Fighter feature. That's either something simple, like +1 to attack or +1 to damage, or something complicated, like an encounter or daily power in 4E.

Fighter Level 1:
Robustness: Get +1 hit point per level.
Enduring Strike: Once per day, when you hit with an attack, you gain temporary hit points equal to your level. While these temporary hit points last, you have advantage on Constitution Saves.

Fighter Level 3:
Fighter's Surge: 3 / Day, take an extra action.
Coordinated Assault: 3 / Day, when you hit an enemy, you can have an ally of your move up to 10 ft and make a single melee attack against the same enemy.

Fighter Level 5:
Extra Damage: +2 to damage rolls with weapon attacks.
Brutal Strike: Once per day, you can make an attack that deals +2d10 damage and knocks the target prone. If the attack misses, this ability is not expended.

Fighter Level 7:
Combat Precision: +1 to all weapon attack rolls.
Setup Strike: 3 / Day when you hit with an attack, the target grants advantage to all of your allies.

or something like that.

And a general Class Feature:
Fighter's Retraining: Each level, you can rechoose all Fighter Ability selections made.
Fighter's Retraining II: After each exntended rest, you may choose one Fighter Ability and select a different one for that level.
 

I think it will look like the Ki Powers of Pathfinder. You gain up to a handful of points that can be used to pull off special stuff. You gain those points by doing things, such as defeating an opponent. Having points at all might benefit your saves.

Obviously it will be a little bit different. What if you can tone down your damage output and do d6s instead of d10s for a couple of hits and the unleash that pent up fury onto the next bad boy that shows up.

Me, I'd add tags to all damage and have that tag apply to defeated opponents. Such as Petrification 1d10 would deal 1d10 damage until you have no hp left, and then you are petrified. Now fighters would have special tags. Anyone could do [slashing] damage, but only fighters could do [slashing damage to the neck].
 
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[MENTION=710]Mustrum_Ridcully[/MENTION]

That is pretty much why I am thinking but more like straight feats.


Mastery of Weaponry: At the first level, a fighter can gain choose 2 special abilities. Each level thereafter, the fighter can choose one more ability. blah blah. The fighter may take any special ability multiple times and their bonuses stacks.

Toughness: You gain 1 Hit Point
Weapon Focus: You gain +1 damage to weapon attacks
Fighter Technique: You gain 1 martial maneuver
Fighter Surge: Once per day, you can take another action
 



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