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Project Phoenix fighter discussion (Forked from: Feat Points)
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<blockquote data-quote="Kerrick" data-source="post: 5022834" data-attributes="member: 4722"><p>So in effect, they can all be duplicated with feats instead of class abilities. I figured this out about an hour after I posted, but you beat me to it.</p><p></p><p></p><p>Less boring = more playable. You're talking about making it more viable.</p><p></p><p></p><p>Makes sense. But the ToB stuff is similar to the already-existent mechanic in 3.x of "usable x times/day" (or per encounter, or whatever).</p><p></p><p></p><p>Ahh... it took long enough for someone to explain this properly. Now I finally see what you mean by the fighter being unable to overcome hazards.</p><p></p><p></p><p>Hmm... interesting idea. I could do a fighter version of Slippery Mind: Strength of Will. Make a Concentration check to break free of a mind-affecting effect (this would, of course, require Concentration to be a fighter skill, but you could use it for other things as well, like focusing a powerful attack/aimed shot, summoning energy for a burst of strength, ignoring pain, not being fooled by illusions, etc.). I don't know that fighters need Imp. Evasion; they've got way more hit points than rogues and a low Ref save to boot (so they'd very rarely be able to take advantage of IE).</p><p></p><p></p><p>Sounds like a good idea.</p><p></p><p></p><p>Fighters already get the most attacks/round at high levels, thanks to their BAB; I wouldn't be against giving them some bonus AoO, as long as there's some way to make it not stack with Combat Reflexes and ICR - otherwise high-Dex fighters would be ridiculous.</p><p></p><p></p><p>I fixed that, to a degree, by giving them Perception (combined Listen/Spot) as a class skill.</p><p></p><p></p><p>That's a cool idea. The fighter could make a Perception/Spot/Listen check (DC based on target's size) to gauge the invisible attacker's location; if the check succeeds, he treats the target as having partial concealment instead of total. I like the idea of a spell parry, or a "shrug off a spell x times/day" or something similar.</p><p></p><p></p><p>That is a really hard thing to do. I'm not even sure if it's possible.</p><p></p><p></p><p>Battlefield control is useful, yeah. But, since a fighter's schtick IS hitting things, it would be logical that most of their abilities would extend from that - inflicting conditions on opponents, moving them around, gaining more AoOs, etc. I also thought of: taking a defensive stance to prevent opponents from going past him (I have that as a feat), drawing attacks from his comrades (taunting as a combat maneuver), etc.</p><p></p><p></p><p>The problem is that saves are based on creature HD, which are really high at higher levels. Increasing the low save was intended to solve the problem of saving vs. spells, which it does, but there's very little you can do against some creature's special attack that has a DC in the 40s or 50s.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 5022834, member: 4722"] So in effect, they can all be duplicated with feats instead of class abilities. I figured this out about an hour after I posted, but you beat me to it. Less boring = more playable. You're talking about making it more viable. Makes sense. But the ToB stuff is similar to the already-existent mechanic in 3.x of "usable x times/day" (or per encounter, or whatever). Ahh... it took long enough for someone to explain this properly. Now I finally see what you mean by the fighter being unable to overcome hazards. Hmm... interesting idea. I could do a fighter version of Slippery Mind: Strength of Will. Make a Concentration check to break free of a mind-affecting effect (this would, of course, require Concentration to be a fighter skill, but you could use it for other things as well, like focusing a powerful attack/aimed shot, summoning energy for a burst of strength, ignoring pain, not being fooled by illusions, etc.). I don't know that fighters need Imp. Evasion; they've got way more hit points than rogues and a low Ref save to boot (so they'd very rarely be able to take advantage of IE). Sounds like a good idea. Fighters already get the most attacks/round at high levels, thanks to their BAB; I wouldn't be against giving them some bonus AoO, as long as there's some way to make it not stack with Combat Reflexes and ICR - otherwise high-Dex fighters would be ridiculous. I fixed that, to a degree, by giving them Perception (combined Listen/Spot) as a class skill. That's a cool idea. The fighter could make a Perception/Spot/Listen check (DC based on target's size) to gauge the invisible attacker's location; if the check succeeds, he treats the target as having partial concealment instead of total. I like the idea of a spell parry, or a "shrug off a spell x times/day" or something similar. That is a really hard thing to do. I'm not even sure if it's possible. Battlefield control is useful, yeah. But, since a fighter's schtick IS hitting things, it would be logical that most of their abilities would extend from that - inflicting conditions on opponents, moving them around, gaining more AoOs, etc. I also thought of: taking a defensive stance to prevent opponents from going past him (I have that as a feat), drawing attacks from his comrades (taunting as a combat maneuver), etc. The problem is that saves are based on creature HD, which are really high at higher levels. Increasing the low save was intended to solve the problem of saving vs. spells, which it does, but there's very little you can do against some creature's special attack that has a DC in the 40s or 50s. [/QUOTE]
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