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New Year Unearthed Arcana Brings Back Those Old 2E Kits
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<blockquote data-quote="I'm A Banana" data-source="post: 7690291" data-attributes="member: 2067"><p>I'm personally inclined to believe that things that give a fighter more noncombat options tend to be positive additions - under that criteria, I don't see much reason to limit "use SD dice to enhance a skill" to particular subclasses and not allow a BM to get it. </p><p></p><p></p><p>Yeah, I wouldn't propose those become manuevers, but by themselves, they aren't really enough to make a subclass feel distinct. Supported by better mechanics, maybe; or given to a feat, almost definitely. </p><p></p><p></p><p>That'd be sexy enough for me. Make the SD abilities explicitly maneuvers, give these fighter subclasses a list of specific manuevers, and give them a unique power up/recharge mechanic, and I think they'd play very differently and encourage very different kinds of actions. The unique recharge/power up mechanic + what's existing (maybe with some tweaks for the other duplicate features) could be a really defining subclass. </p><p></p><p></p><p>I'd say it's probably because the options aren't big enough + no one's done it in their games, so they haven't seen it in action. </p><p></p><p>A fighter subclass with more "concrete meaning" is a GREAT idea, but I don't want it to be "BM with a coat of paint." These are a little too close to BM With A Coat of Paint. They're on the "go home" side of Go Big Or Go Home. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7690291, member: 2067"] I'm personally inclined to believe that things that give a fighter more noncombat options tend to be positive additions - under that criteria, I don't see much reason to limit "use SD dice to enhance a skill" to particular subclasses and not allow a BM to get it. Yeah, I wouldn't propose those become manuevers, but by themselves, they aren't really enough to make a subclass feel distinct. Supported by better mechanics, maybe; or given to a feat, almost definitely. That'd be sexy enough for me. Make the SD abilities explicitly maneuvers, give these fighter subclasses a list of specific manuevers, and give them a unique power up/recharge mechanic, and I think they'd play very differently and encourage very different kinds of actions. The unique recharge/power up mechanic + what's existing (maybe with some tweaks for the other duplicate features) could be a really defining subclass. I'd say it's probably because the options aren't big enough + no one's done it in their games, so they haven't seen it in action. A fighter subclass with more "concrete meaning" is a GREAT idea, but I don't want it to be "BM with a coat of paint." These are a little too close to BM With A Coat of Paint. They're on the "go home" side of Go Big Or Go Home. :) [/QUOTE]
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New Year Unearthed Arcana Brings Back Those Old 2E Kits
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