steeldragons
Steeliest of the dragons
Given the following list, which 2 do you think make the most sense (or do you just like best) for a Fighter? Think in terms of a Basic/Simple BECMI or B/X style system, for PC levels 1-5.
Which 2 would give the Fighter something worthwhile and fun (in your humble opinions) to do besides "I attack" every round?
1: Extra Attacks: as many attacks per round as they have levels against creatures 1HD or less. [toying with the idea this would go to 2HD or less over 5th level]
2: Parry: in lieu of an attack, the Fighter uses their "turn" to parry incoming attacks. They effectively cancel 1 incoming attack and increase their AC by their [Str. or Dex.?] mod for all others that round. [toying with the idea of making this # of attacks parried = half the Fighter's level (rounded down) over 5th level.]
3: Receive Charge: ye olde "set the spear" maneuver against incoming charges. Still not sure about the best/simplest way to administer this. Something like "set the spear" in lieu of an attack (before the charger attack!) and deliver double damage if the charger's attack hits? Fighter takes no damage from the charge?
4: Rush/Charge/Overrun: whatever you want to call it, the Fighter can charge in and knock folks around. As I'm looking at it now, the player can choose to attack and knock the target back or lay all of their force into their attack for double damage...or is that too much/OP? The fighter only has enough adrenaline/stamina to effectively engage in this maneuver 1 + Con. mod. times per day...and need a minimum of 20' (?) between themselves and the target to "charge."
I can see the basic starting Fighter (levels 1-5) being able to do any of these things...but don't want to give them all 4 options. Which ones look like the [completely subjective] "best"?
Thanks for the input.
--SD
Which 2 would give the Fighter something worthwhile and fun (in your humble opinions) to do besides "I attack" every round?
1: Extra Attacks: as many attacks per round as they have levels against creatures 1HD or less. [toying with the idea this would go to 2HD or less over 5th level]
2: Parry: in lieu of an attack, the Fighter uses their "turn" to parry incoming attacks. They effectively cancel 1 incoming attack and increase their AC by their [Str. or Dex.?] mod for all others that round. [toying with the idea of making this # of attacks parried = half the Fighter's level (rounded down) over 5th level.]
3: Receive Charge: ye olde "set the spear" maneuver against incoming charges. Still not sure about the best/simplest way to administer this. Something like "set the spear" in lieu of an attack (before the charger attack!) and deliver double damage if the charger's attack hits? Fighter takes no damage from the charge?
4: Rush/Charge/Overrun: whatever you want to call it, the Fighter can charge in and knock folks around. As I'm looking at it now, the player can choose to attack and knock the target back or lay all of their force into their attack for double damage...or is that too much/OP? The fighter only has enough adrenaline/stamina to effectively engage in this maneuver 1 + Con. mod. times per day...and need a minimum of 20' (?) between themselves and the target to "charge."
I can see the basic starting Fighter (levels 1-5) being able to do any of these things...but don't want to give them all 4 options. Which ones look like the [completely subjective] "best"?
Thanks for the input.
--SD