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<blockquote data-quote="NotAYakk" data-source="post: 9536518" data-attributes="member: 72555"><p>Sadly I think the combo remains relatively boring. 2024 champion is a bit better, with natural athlete at 3, which encourages use of some skills.</p><p></p><p>Making the Champion be a simple, effective and not boring fighter is a challenge. I keep on going back to doing stuff like "when you take a second wind, you can make a weapon attack", because it is sort of simple but has non-zero tactical depth. Or giving the Champion a "reroll on a miss" 1/turn (like Gloomstalker 11 has); a simple reactive accuracy boost.</p><p></p><p>The Brute's +1d4 damage, maybe extended to other situations, could be fun; but too much "the player forgot to roll the die" makes me leery. Like: Champions get a Champion die, which they add to weapon damage, attacks, str dex con and cha attribute checks and saves (including initiative). This die starts as a 1d4 and grows in size up to 1d12 by level 20.</p><p></p><p></p><p>Natural 1s being fumbles doesn't balance 20s being awesome.</p><p></p><p>Making more attacks is one measure of skill in D&D (especially 5e). More attacks means more 20s means more skill means more awesome.</p><p></p><p>But more attacks also means more 1s. So suddenly more skill means more comical farce failures?</p><p></p><p>This is why fumble tables are not a good idea in a game where more skill means more attacks; you get the nonsense of elite fighters constantly rolling on fumble tables.</p><p></p><p>And this is both a concrete problem (I've seen it happen) and a known problem (I've seen advice in rulebooks specifically calling it out as a problem).</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9536518, member: 72555"] Sadly I think the combo remains relatively boring. 2024 champion is a bit better, with natural athlete at 3, which encourages use of some skills. Making the Champion be a simple, effective and not boring fighter is a challenge. I keep on going back to doing stuff like "when you take a second wind, you can make a weapon attack", because it is sort of simple but has non-zero tactical depth. Or giving the Champion a "reroll on a miss" 1/turn (like Gloomstalker 11 has); a simple reactive accuracy boost. The Brute's +1d4 damage, maybe extended to other situations, could be fun; but too much "the player forgot to roll the die" makes me leery. Like: Champions get a Champion die, which they add to weapon damage, attacks, str dex con and cha attribute checks and saves (including initiative). This die starts as a 1d4 and grows in size up to 1d12 by level 20. Natural 1s being fumbles doesn't balance 20s being awesome. Making more attacks is one measure of skill in D&D (especially 5e). More attacks means more 20s means more skill means more awesome. But more attacks also means more 1s. So suddenly more skill means more comical farce failures? This is why fumble tables are not a good idea in a game where more skill means more attacks; you get the nonsense of elite fighters constantly rolling on fumble tables. And this is both a concrete problem (I've seen it happen) and a known problem (I've seen advice in rulebooks specifically calling it out as a problem). [/QUOTE]
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