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So, the martial classes just got a boost in versitility.
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6062688" data-attributes="member: 882"><p>I was never a fan of expertise dice, and although I give them some credit for switching to a d6 progression for martial damage dice, my complaints my sound particularly bitter.</p><p></p><p>Martial damage dice and martial extra damage are an exceptionally ugly way to achieve the simple aim of increasing the damage of non-spellcasters to handle monsters with more hit dice, and therefore more hitpoints. I mean, the +5+10+15+20 progression, just why, why would you do that instead of the SIMPLE and EASY to calculate +1 per level. You could even slow that rate of progression for the cleric, and maybe the rogue, so that they don't advance like a Fighter. I understand they see a need to primarily use dice as the method of damage increase, so that maneuvers can be triggered off of them, but can we at least tidy up this extra damage mess?</p><p></p><p>I'll restrict myself to generating the same effects that weapon attack bonus, damage dice/maneuvers and extra damage, but attempt to achieve something simpler. Weapon attack bonus is fine, though we could have a little differentiation so that the Fighter is the most accurate. Now, a way to grant maneuvers and improve damage.. why not just allow 1 maneuver point per turn per weapon attack bonus you have? That's simple. Maneuvers can then vary the dice used within themselves - helping to preserve flattened math, with the most basic maneuver doing your weapon damage (let's be nice to zweihanders). Now, the other bonus damage. It could progress differently I suppose, 1 per level for Fighters, less for other classes, but why bother? Why can't we combine all three into the same progression, with the basic damage maneuver scaling appropriately (weapon attack bonus might need a little adjustment, but it's changed in various packets).</p><p></p><p>Oh, and the Fighter's parry maneuver? I don't like it because suddenly Fighters are all about melee again, but if we must, make it passive. Just give them a certain amount of DR. Have it cover allies in melee with you if you have a shield. The more enemies the Fighter (and company) engages this way, the better! Two Fighters with shields would be KICKASS, covering each other (obviously no stacking allowed so a third Fighter wouldn't help much). You could even include it in the maneuver system I suggest above - if you allocate points to parry/protect, that's your DR for the round (or some multiple of).</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6062688, member: 882"] I was never a fan of expertise dice, and although I give them some credit for switching to a d6 progression for martial damage dice, my complaints my sound particularly bitter. Martial damage dice and martial extra damage are an exceptionally ugly way to achieve the simple aim of increasing the damage of non-spellcasters to handle monsters with more hit dice, and therefore more hitpoints. I mean, the +5+10+15+20 progression, just why, why would you do that instead of the SIMPLE and EASY to calculate +1 per level. You could even slow that rate of progression for the cleric, and maybe the rogue, so that they don't advance like a Fighter. I understand they see a need to primarily use dice as the method of damage increase, so that maneuvers can be triggered off of them, but can we at least tidy up this extra damage mess? I'll restrict myself to generating the same effects that weapon attack bonus, damage dice/maneuvers and extra damage, but attempt to achieve something simpler. Weapon attack bonus is fine, though we could have a little differentiation so that the Fighter is the most accurate. Now, a way to grant maneuvers and improve damage.. why not just allow 1 maneuver point per turn per weapon attack bonus you have? That's simple. Maneuvers can then vary the dice used within themselves - helping to preserve flattened math, with the most basic maneuver doing your weapon damage (let's be nice to zweihanders). Now, the other bonus damage. It could progress differently I suppose, 1 per level for Fighters, less for other classes, but why bother? Why can't we combine all three into the same progression, with the basic damage maneuver scaling appropriately (weapon attack bonus might need a little adjustment, but it's changed in various packets). Oh, and the Fighter's parry maneuver? I don't like it because suddenly Fighters are all about melee again, but if we must, make it passive. Just give them a certain amount of DR. Have it cover allies in melee with you if you have a shield. The more enemies the Fighter (and company) engages this way, the better! Two Fighters with shields would be KICKASS, covering each other (obviously no stacking allowed so a third Fighter wouldn't help much). You could even include it in the maneuver system I suggest above - if you allocate points to parry/protect, that's your DR for the round (or some multiple of). [/QUOTE]
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So, the martial classes just got a boost in versitility.
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