log in or register to remove this ad

 

Level Up (A5E) The Advanced Fighter

Giauz

Explorer
So, I worked all last night (consisted of a LOT of walking a resident I take care of), and during the tedium I kept thinking of things I would like to see in a Fighter. While Fighters should be mundanes, they should be high fantasy mundane. They have unreal physical prowess and durability and access to all sorts of magical items. Also, many of their "prey" are not so mundane, so Fighters would develop to be a cross between monster and mage hunters. Some features I think would be cool:

- A Fighter can't technically be put to sleep or knocked out. Instead, they roll hit dice to continue fighting in "exhaustion mode". Each result of a roll that equals or surpasses the value of a hit die removes that hit die (or dice) from the next roll. Running out of hit dice results in the character being out of commission until the party can take a short rest. The exhaustion mode ends and all hit dice are restored after the short rest or if in combat the sleep status is removed or the Fighter is healed to full health awake status. Death of course, also ends the mode. Exhaustion mode can only be entered again if all hit dice have been restored.

- Ley Line Disruption: A fighter can make a Perception Check for ley lines. By placing a magic item (like thrusting a magic sword into the ground) in the path of a ley line, they can create a no magic zone and use mundane equipment to pick off magic users or rivals over-relying on magic items.

- Vacuum Crush- Essentially, when using a sword, the fighter can part the very air creating a vacuum that violently closes shut. If the fighter misses, but rolls a 3 on a damage die or a 7 on the d20 (or both conditions hold true), then the target takes bludgeoning damage anyway.

- Can gain resistence through exposures to poisons and illusion magic.

- After defeating a large winged creature, the Fighter can now target its wings to significantly reduce speed and armor class. Dragons beware!

- After defeating a vampire with a bladed weapon, the fighter can do significant damage at advantage to hit to a vampire by slicing out its upper jaw and thus the enlarged canines.

- Fiery Wind-Splitter: After defeating a fire-breathing creature or a mage with fire-power, the Fighter now can split fire with a magic sword.



I could go on, but I don't want to make this comment any longer. In summary, the fighter can employ situational tactics learned through encounters with the supernatural and use magic items in ways that no other characters can in order to be the best high fantasy Fighters money can buy all while not being statistically much more than your average villager in really good physical shape. It is their skill and knack and wit while being surrounded by all manner of persons of mass destruction and eldritch abominations that allows them to turn what mundane bodies they have combined with novel use of magical equipment into their own kind of one-man war machine!

Lastly, I just want to say that I am pretty new to D&D 5e (and TTRPGs in general), so all of my ideas may not be all that good, but I wanted to see if some of them could work.
 

log in or register to remove this ad



Giauz

Explorer
I think this effect could be a lot more simple. Simply moving Indomitable to a lower level and making it an auto success per short rest rather than advantage nicely mimics this effect I think.
Well, the effect should accomplish two things: avoid knock-out/sleep spells and be on a variable timer that mimics exhaustion (you don't know exactly when your body will give out/ succumb to the sleep spell, but you have a general idea). I may like rolling dice too much for my own good!
 

Phion

Explorer
My take is that, after 6 years and 1000000000000 post, short rest are too DM dependent to be use as a power recovery mechanic. The minute on DM or group has a hard time finding some place in the adventure to take one hour of rest but not a full 8 hour, the game start unbalancing.

If the game was designed with a clear and realist X encounters of said difficulty per day with Y short rests in between, I would consider returning to the short rest option. In my own game, I go with 5-10 minutes short rest, with a hard limit of 2 short rest per long rest.

Perhaps second wind should have the added ability to once a long rest, reset all the short rest features (perhaps the long rest features for clavier and samurai)?
 

Phoebasss

Explorer
Perhaps second wind should have the added ability to once a long rest, reset all the short rest features (perhaps the long rest features for clavier and samurai)?
I think solving the short rest problem is better solved by actually providing system guidance or rules for rests that are actually usable.
 

Phion

Explorer
I think solving the short rest problem is better solved by actually providing system guidance or rules for rests that are actually usable.

It's a bit subjective saying that they don't work, it's not been an issue on my end at least and I play fighters consistently. Personally if there are any rule adaptions I would like to see spell casters with less spells and a restricted spell list removing game breaking elements; some of the most fun games I have played have had 1 half caster at most and it has forced the party to think smarter and added more suspense where usually the spell-caster just uses a spell to nullify the challenge.
 

Phoebasss

Explorer
It's a bit subjective saying that they don't work, it's not been an issue on my end at least and I play fighters consistently. Personally if there are any rule adaptions I would like to see spell casters with less spells and a restricted spell list removing game breaking elements; some of the most fun games I have played have had 1 half caster at most and it has forced the party to think smarter and added more suspense where usually the spell-caster just uses a spell to nullify the challenge.
When I say they are unusable, I mean the guidance provided by the 5e DMG is terrible. 6 combats a day with 2 short rests? No one is doing that unless they are actively in a dungeon, and not being careful. That's not a reasonable number of combat encounters per day. Fighter also isn't one of the most short rest reliant classes. Monk and Warlock are the ones most hurt by 5e's terrible rest balance. Their baseline effectiveness is based entirely on how many short rests they get per long rest that other classes get. So you wouldn't usually have an issue as a fighter. But unless your DM is taking into account how many combats per day warlock needs to get a reasonable number of spell slots, your warlock will likely be the one hurt by these issues.

Mainly, we should hold off on suggesting workarounds for 5e's rest system until we have an idea how the rest system will change.
 

Lylandra

Adventurer
When I say they are unusable, I mean the guidance provided by the 5e DMG is terrible. 6 combats a day with 2 short rests? No one is doing that unless they are actively in a dungeon, and not being careful. That's not a reasonable number of combat encounters per day. Fighter also isn't one of the most short rest reliant classes. Monk and Warlock are the ones most hurt by 5e's terrible rest balance. Their baseline effectiveness is based entirely on how many short rests they get per long rest that other classes get. So you wouldn't usually have an issue as a fighter. But unless your DM is taking into account how many combats per day warlock needs to get a reasonable number of spell slots, your warlock will likely be the one hurt by these issues.

Mainly, we should hold off on suggesting workarounds for 5e's rest system until we have an idea how the rest system will change.

That's what I have been saying for more than 1 1/2 years now... but I've been told that I'm having badwrongfun and better switch to another game when I suggested that 5e needs knobs to adjust for the number of encounters/rests per day depending on your playstyle and environment... because no matter what group I am in, our encounters/day differ from none at all to 6+ with 1-4 being in the majority.

And yes, avoiding encounters should be viable, taken into account and rewarded as they usually need more clever play than combat.
 

Garthanos

Arcadian Knight
And yes, avoiding encounters should be viable, taken into account and rewarded as they usually need more clever play than combat.
looks at how skill challenges (including ones adroitly avoiding a conflict scene) were awarded experience points in 4e. I think they needed another reward on top (like alternate wealth or karma points)
 

TheSword

Legend
I am genuinely confused as to why encounters per day is an issue. We talk as if it isn’t something entirely in the control of the adventure/the DM/the table.

The adventure setup determines rests per day, not the party.
 

Level Up!

An Advertisement

Advertisement4

Top