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[Pathfinder] The Old School New School Fighter
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4893479" data-attributes="member: 710"><p>That could work. Pretty simple.</p><p></p><p>Personally, I think there might be one "mistake" in the approach - but it might just be a matter of taste or plain out wrong for your design goals:</p><p>I think even someone that wants to play an "easy" PC and especially not waste much thought on "building" the PC might want some options in combat.</p><p></p><p>Maybe the standard 3E options like trip, disarm, sunder, bullrush or grapple are enough. But I think it couldn't hurt to have some "special" ability that the player can activate to signify "this situation is important to me/this situation is very tough" and use it to help success. </p><p></p><p>Ideas like: </p><p>Second Wind: Regain half your hit points 1/day.</p><p>Masterful Strike: 1/day Deal damage when you succesfully trip, disarm, sunder or bullrush an opponent.</p><p>Certain Strike: 1/day deal half damage on a miss.</p><p>Brilliant Parry: 1/day take half damage from a melee attack.</p><p></p><p>These abilities are easy to understand, and it wouldn't be hard to learn using them in the right moments. But it would feel rewarding to use them. </p><p></p><p>Just a thought. </p><p></p><p>From a purely game balance point of view, one issue non-spellcasters usually have is that their power curve over time is "flat". They have a steady impact on every encounter. They don't have limited resources to spent to deal with a particularly nasty foe. That's reserved for the spellcasters. Spellcasters in turn have the problem that their power curve is easily too steep - either they sit back with little effect, or they blow lots of their spells and dominate the entire combat. </p><p></p><p>Though when I say spellcasters, I mean the traditional Vancian type - this is decidedly not true for Warlocks, who operate on a power curve similar to that of a Fighter.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4893479, member: 710"] That could work. Pretty simple. Personally, I think there might be one "mistake" in the approach - but it might just be a matter of taste or plain out wrong for your design goals: I think even someone that wants to play an "easy" PC and especially not waste much thought on "building" the PC might want some options in combat. Maybe the standard 3E options like trip, disarm, sunder, bullrush or grapple are enough. But I think it couldn't hurt to have some "special" ability that the player can activate to signify "this situation is important to me/this situation is very tough" and use it to help success. Ideas like: Second Wind: Regain half your hit points 1/day. Masterful Strike: 1/day Deal damage when you succesfully trip, disarm, sunder or bullrush an opponent. Certain Strike: 1/day deal half damage on a miss. Brilliant Parry: 1/day take half damage from a melee attack. These abilities are easy to understand, and it wouldn't be hard to learn using them in the right moments. But it would feel rewarding to use them. Just a thought. From a purely game balance point of view, one issue non-spellcasters usually have is that their power curve over time is "flat". They have a steady impact on every encounter. They don't have limited resources to spent to deal with a particularly nasty foe. That's reserved for the spellcasters. Spellcasters in turn have the problem that their power curve is easily too steep - either they sit back with little effect, or they blow lots of their spells and dominate the entire combat. Though when I say spellcasters, I mean the traditional Vancian type - this is decidedly not true for Warlocks, who operate on a power curve similar to that of a Fighter. [/QUOTE]
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[Pathfinder] The Old School New School Fighter
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