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Community
General Tabletop Discussion
*Dungeons & Dragons
Should martial characters be mundane or supernatural?
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<blockquote data-quote="doctorbadwolf" data-source="post: 9151460" data-attributes="member: 6704184"><p>I’m not sure that’s true, but I have several people on ignore basically until the 2024 PHB is out and hopefully these threads chill out, so I might be missing them. </p><p></p><p>My suggestions, for instance, raise the floor but don’t make the numbers bigger. Martials do plenty of damage. (Rogues could use a level 11 damage spike mechanic, but that another kettle of fish)</p><p></p><p>Eh, present a fighter that can hit every enemy under a certain CR with an area the fighter can reach with thier movement, and they must save vs dead. I think the people who hate it around here will represent a tiny minority of the larger community. </p><p></p><p>Nope. I mean you can do those, but preferably optionally, like in subclasses. </p><p></p><p>I guess technically if you give them a feature at level 15 where they add the result of thier attack roll to thier attack damage once per turn, or let the rogue use SA 2 per turn at level 13, that’s bigger numbers/more dice rolls, but it’s not in a way that will cause playability issues. </p><p></p><p>My suggestions in the other thread revolve around letting the fighter use Second Wind for skills without sacrificing the heals, and adding a “recovery” usage that recovers a level of exhaustion or one condition, using Action Surge to gain extra reactions or take a legendary action, and turning indomitable into legendary saves+. The numbers don’t increase, and the only increase to complexity is Action Surge, but it’s a very small complexity bump.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9151460, member: 6704184"] I’m not sure that’s true, but I have several people on ignore basically until the 2024 PHB is out and hopefully these threads chill out, so I might be missing them. My suggestions, for instance, raise the floor but don’t make the numbers bigger. Martials do plenty of damage. (Rogues could use a level 11 damage spike mechanic, but that another kettle of fish) Eh, present a fighter that can hit every enemy under a certain CR with an area the fighter can reach with thier movement, and they must save vs dead. I think the people who hate it around here will represent a tiny minority of the larger community. Nope. I mean you can do those, but preferably optionally, like in subclasses. I guess technically if you give them a feature at level 15 where they add the result of thier attack roll to thier attack damage once per turn, or let the rogue use SA 2 per turn at level 13, that’s bigger numbers/more dice rolls, but it’s not in a way that will cause playability issues. My suggestions in the other thread revolve around letting the fighter use Second Wind for skills without sacrificing the heals, and adding a “recovery” usage that recovers a level of exhaustion or one condition, using Action Surge to gain extra reactions or take a legendary action, and turning indomitable into legendary saves+. The numbers don’t increase, and the only increase to complexity is Action Surge, but it’s a very small complexity bump. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Should martial characters be mundane or supernatural?
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