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The Door, Player Expectations, and why 5e can't unify the fanbase.
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<blockquote data-quote="Remathilis" data-source="post: 5968441" data-attributes="member: 7635"><p>:spit take:</p><p></p><p>Ok, leaving the geography aside, let me give you my idea of what a "high level" (10+) fighter should be doing...</p><p></p><p>Adaption: The fighter is so comfortable with fighting in foreign terrain he no longer takes disadvantage from fighting underwater, on horseback, on a thrashing ship, hanging from ropes, or on top of a runaway waterwheel careening toward the ocean. All of these things are like solid ground to him.</p><p></p><p>All Around Attack: Cleave on Steroids. Did you down a foe? Good, take a free swipe at EVERYONE standing around you. </p><p></p><p>Bravery: Who says paladin's are the only ones who are fearless? Immune to frightened, gives a bonus to saves for others in sight. </p><p></p><p>Breech Immunity: Foe immune to a certain weapon? To you, he's merely resistant. So go ahead a kill that skeleton with arrows...</p><p></p><p>Death Blow: Make one single attack against a foe of lower level/HD than you. You kill him outright if you hit; Con save applies.</p><p></p><p>Frighten: You intimidate by a glance, giving foes disadvantage until they land a hit on you.</p><p></p><p>Hardiness: Shrug off those non-damaging spell effects like charm, hold, and even death spells for a number of rounds.</p><p></p><p>Inner Focus: The fighter can temporarily buff one of his physical scores to 20, but for only a few rounds before fatigue sets in.</p><p></p><p>Sense Danger: Skill Mastery: Perception for fighters and immune to surprise. </p><p></p><p>Status Attack: Your attacks can leave a foe blinded, deafened, stunned, paralyzed, or bleeding for a while (rounds, until healed, etc). </p><p></p><p>THAT is stuff a high level fighter should be doing to be a bad-ass without throwing mountains at people.</p><p></p><p><strong><em><span style="font-size: 9px">The vast majority of this stuff was adapted from DMO: High Level Campaigns for 2nd Edition. Much better than the Epic Level Handbook. Swim up a waterfall...</span></em></strong></p></blockquote><p></p>
[QUOTE="Remathilis, post: 5968441, member: 7635"] :spit take: Ok, leaving the geography aside, let me give you my idea of what a "high level" (10+) fighter should be doing... Adaption: The fighter is so comfortable with fighting in foreign terrain he no longer takes disadvantage from fighting underwater, on horseback, on a thrashing ship, hanging from ropes, or on top of a runaway waterwheel careening toward the ocean. All of these things are like solid ground to him. All Around Attack: Cleave on Steroids. Did you down a foe? Good, take a free swipe at EVERYONE standing around you. Bravery: Who says paladin's are the only ones who are fearless? Immune to frightened, gives a bonus to saves for others in sight. Breech Immunity: Foe immune to a certain weapon? To you, he's merely resistant. So go ahead a kill that skeleton with arrows... Death Blow: Make one single attack against a foe of lower level/HD than you. You kill him outright if you hit; Con save applies. Frighten: You intimidate by a glance, giving foes disadvantage until they land a hit on you. Hardiness: Shrug off those non-damaging spell effects like charm, hold, and even death spells for a number of rounds. Inner Focus: The fighter can temporarily buff one of his physical scores to 20, but for only a few rounds before fatigue sets in. Sense Danger: Skill Mastery: Perception for fighters and immune to surprise. Status Attack: Your attacks can leave a foe blinded, deafened, stunned, paralyzed, or bleeding for a while (rounds, until healed, etc). THAT is stuff a high level fighter should be doing to be a bad-ass without throwing mountains at people. [B][I][SIZE="1"]The vast majority of this stuff was adapted from DMO: High Level Campaigns for 2nd Edition. Much better than the Epic Level Handbook. Swim up a waterfall...[/SIZE][/I][/B] [/QUOTE]
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