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The Door, Player Expectations, and why 5e can't unify the fanbase.
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<blockquote data-quote="Neonchameleon" data-source="post: 5973432" data-attributes="member: 87792"><p>I put together on RPG.net what I think it will take to balance mundane fighters with mid-high level wizards.</p><p></p><p>Fighters: The fighter is the master of combat and the rogue the master of stealthy combat. They gain the following abilities:</p><p></p><p><strong>Decapitation. </strong> Any time a fighter or rogue hits their target by 10 or more or scores a critical hit, they decapitate the enemy, stab them through the heart, knock their head off, or otherwise maim them. Any enemy not specifically marked as "Resilient" is instantly reduced to 0hp (regenerating monsters may regenerate from this damage). Any resilient enemy takes damage as normal. Fighters and rogues both count as resilient when not flat footed.</p><p></p><p><a href="http://en.wikipedia.org/wiki/OODA_loop" target="_blank">OODA Loop</a>: Whenever a fighter or rogue has an initiative score of 20 or higher they gain an extra turn at each initiative count that is a multiple 20 lower than theirs, including on the surprise round. In addition rogues gain twice their level as a modifier to initiative and fighters gain the extra round every 15 initiative points at level 5. 10 initiative points at level 10 and 5 intiative points at level 15. Rogues in a surprise round gain extra turns like fighters.</p><p></p><p><strong>You can't stop me: </strong>Fighters gain Evasion and Superior Mettle. Rogues gain Improved Evasion and Mettle. In addition both have three good saves, and can reroll their saves every turn against any mind effecting spell, spell with a non-instantaneous duration, or spell that could be cancelled by Freedom of Movement.</p><p></p><p><strong>Lethal killer</strong>: Double the BAB of fighters and rogues. Iteratives therefore appear much faster and are taken at full BAB for all classes.</p><p></p><p><strong>Cutting the Spells:</strong> Any defensive spell on a target damaged by a fighter or rogue must make a check, caster level vs BAB of the fighter or rogue or be dispelled</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5973432, member: 87792"] I put together on RPG.net what I think it will take to balance mundane fighters with mid-high level wizards. Fighters: The fighter is the master of combat and the rogue the master of stealthy combat. They gain the following abilities: [B]Decapitation. [/B] Any time a fighter or rogue hits their target by 10 or more or scores a critical hit, they decapitate the enemy, stab them through the heart, knock their head off, or otherwise maim them. Any enemy not specifically marked as "Resilient" is instantly reduced to 0hp (regenerating monsters may regenerate from this damage). Any resilient enemy takes damage as normal. Fighters and rogues both count as resilient when not flat footed. [URL="http://en.wikipedia.org/wiki/OODA_loop"]OODA Loop[/URL]: Whenever a fighter or rogue has an initiative score of 20 or higher they gain an extra turn at each initiative count that is a multiple 20 lower than theirs, including on the surprise round. In addition rogues gain twice their level as a modifier to initiative and fighters gain the extra round every 15 initiative points at level 5. 10 initiative points at level 10 and 5 intiative points at level 15. Rogues in a surprise round gain extra turns like fighters. [B]You can't stop me: [/B]Fighters gain Evasion and Superior Mettle. Rogues gain Improved Evasion and Mettle. In addition both have three good saves, and can reroll their saves every turn against any mind effecting spell, spell with a non-instantaneous duration, or spell that could be cancelled by Freedom of Movement. [B]Lethal killer[/B]: Double the BAB of fighters and rogues. Iteratives therefore appear much faster and are taken at full BAB for all classes. [B]Cutting the Spells:[/B] Any defensive spell on a target damaged by a fighter or rogue must make a check, caster level vs BAB of the fighter or rogue or be dispelled [/QUOTE]
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