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New rule of 3 . Feb 21.
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<blockquote data-quote="Andor" data-source="post: 5827403" data-attributes="member: 1879"><p>As I've said before, I think the key to the Fighter is in the application of modules.</p><p></p><p>The basic fighter should be the simplest character in the game. </p><p></p><p>Name, Race, Stats, HP, AC, Attack with damage. Done.</p><p></p><p>Then you have optional modules. Feats. Techniques. Stances. Powers. Iajustsu Focus. Iron Heroes token chains. Arcana Unearthed Ritual Warriors. Blah, blah, blah.</p><p></p><p>The trick is that the basic fighter is <em>not</em> the baseline that all that stuff builds on. </p><p></p><p>Instead that basic fighter has got some static bonuses built into his attack, damage and possibly defense that make him, on average, the equal of a fighter with the bells and whistles turned on. </p><p></p><p>You want a stance that lets your reach weapon give you area control? Awesome. Turn in your static bonus to AC to pay for it.</p><p></p><p>You want a feat chain that lets you crit for atomic damage? Sure, Lose your static bonus to damage. You now spike higher from a lower base.</p><p></p><p>You get the idea. Turning on the bells and whistles can give you a greater range of options, higher spike or situational damage, area control or the ability to punt Ninjas into orbit, but you pay for it with a base power tax that allows the normal fighter to play at the same table without feeling like a tool.</p><p></p><p>As a footnote this may depend on how the rest of 5e is implemeted. For example if the combat section has a 'cinematic rules' module that lets any character attempt any sort of thing that would have been a power or feat in an earlier edition by paying a penalty on the attack roll, then all the fighter needs to be glorious are a few 'phantom' attack bonus points he can use to pay for his stunting.</p></blockquote><p></p>
[QUOTE="Andor, post: 5827403, member: 1879"] As I've said before, I think the key to the Fighter is in the application of modules. The basic fighter should be the simplest character in the game. Name, Race, Stats, HP, AC, Attack with damage. Done. Then you have optional modules. Feats. Techniques. Stances. Powers. Iajustsu Focus. Iron Heroes token chains. Arcana Unearthed Ritual Warriors. Blah, blah, blah. The trick is that the basic fighter is [I]not[/I] the baseline that all that stuff builds on. Instead that basic fighter has got some static bonuses built into his attack, damage and possibly defense that make him, on average, the equal of a fighter with the bells and whistles turned on. You want a stance that lets your reach weapon give you area control? Awesome. Turn in your static bonus to AC to pay for it. You want a feat chain that lets you crit for atomic damage? Sure, Lose your static bonus to damage. You now spike higher from a lower base. You get the idea. Turning on the bells and whistles can give you a greater range of options, higher spike or situational damage, area control or the ability to punt Ninjas into orbit, but you pay for it with a base power tax that allows the normal fighter to play at the same table without feeling like a tool. As a footnote this may depend on how the rest of 5e is implemeted. For example if the combat section has a 'cinematic rules' module that lets any character attempt any sort of thing that would have been a power or feat in an earlier edition by paying a penalty on the attack roll, then all the fighter needs to be glorious are a few 'phantom' attack bonus points he can use to pay for his stunting. [/QUOTE]
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