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Swordsage: The Complex Fighter
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<blockquote data-quote="NotAYakk" data-source="post: 6366990" data-attributes="member: 72555"><p>May I suggest some changes to 5e-ify the class?</p><p></p><p>Instead of "requires: 9th level" and "legendary", create explicit levels for your abilities. This lets us have an explicit split between ability power levels.</p><p></p><p>Low level abilities should be nearly at-will, like the Combat Focus mechanic. Maybe which abilities are nearly at-will changes with your character level.</p><p></p><p>Higher level abilities should be less common, maybe by using mechanics like the Warlock's or your Legendary trick.</p><p></p><p>By doing this, we can reduce the decision point complexity at each point. Your at-wills come from a smaller pool, and your per-rest from a different smaller pool which you only examine when you want to "burn extra power".</p><p></p><p>Exploits can also gain power "when used at a higher level" -- so your level 0 abilities when used as level 1 abilities do more stuff.</p><p></p><p>---</p><p></p><p>Another approach to reduce complexity at play time could be "build your own combat form".</p><p></p><p>Each combat form would have (1) a stance, and (2) some <strong>small</strong> selection of exploits attached.</p><p></p><p>Switching between combat forms would have some cost or restriction. Maybe only if you crit or if you burn an action (and that action must do some other thing -- ie, you need to take the Dash action to enter a particular form).</p><p></p><p>Or, if it is better that it is easier, maybe a bonus action to change forms, and that bonus action grants some effect (an entering bonus).</p><p></p><p>Then you can use your exploits in that form from that restricted list.</p><p></p><p>Characters would know an increasing number of forms, and those forms would have an increasing number of exploits in them, as you gain levels.</p><p></p><p>This fits the mythology/literature of the "expert warrior" who has named combat styles that they switch between during a fight in response to the situation. By hooking the stance into the form and what exploits we can do, we reduce the number of decisions (what stance AND what attack, or do I save focus for my reaction, of which I have 4) to (which form, which decides what boost -- or which boost, which decides what form) made, while making that decision higher stakes (which can slow down play admittedly).</p><p></p><p>It also moves more complexity to the build phase for your character.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 6366990, member: 72555"] May I suggest some changes to 5e-ify the class? Instead of "requires: 9th level" and "legendary", create explicit levels for your abilities. This lets us have an explicit split between ability power levels. Low level abilities should be nearly at-will, like the Combat Focus mechanic. Maybe which abilities are nearly at-will changes with your character level. Higher level abilities should be less common, maybe by using mechanics like the Warlock's or your Legendary trick. By doing this, we can reduce the decision point complexity at each point. Your at-wills come from a smaller pool, and your per-rest from a different smaller pool which you only examine when you want to "burn extra power". Exploits can also gain power "when used at a higher level" -- so your level 0 abilities when used as level 1 abilities do more stuff. --- Another approach to reduce complexity at play time could be "build your own combat form". Each combat form would have (1) a stance, and (2) some [b]small[/b] selection of exploits attached. Switching between combat forms would have some cost or restriction. Maybe only if you crit or if you burn an action (and that action must do some other thing -- ie, you need to take the Dash action to enter a particular form). Or, if it is better that it is easier, maybe a bonus action to change forms, and that bonus action grants some effect (an entering bonus). Then you can use your exploits in that form from that restricted list. Characters would know an increasing number of forms, and those forms would have an increasing number of exploits in them, as you gain levels. This fits the mythology/literature of the "expert warrior" who has named combat styles that they switch between during a fight in response to the situation. By hooking the stance into the form and what exploits we can do, we reduce the number of decisions (what stance AND what attack, or do I save focus for my reaction, of which I have 4) to (which form, which decides what boost -- or which boost, which decides what form) made, while making that decision higher stakes (which can slow down play admittedly). It also moves more complexity to the build phase for your character. [/QUOTE]
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