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General Tabletop Discussion
*Dungeons & Dragons
The New and Improved Fighter and six subclasses
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<blockquote data-quote="Sadrik" data-source="post: 6669965" data-attributes="member: 14506"><p>To more clearly articulate my design goals/what I have done:</p><p>Specialize the subclasses more and provide more of them. </p><p>Include the maneuvers in each fighter. </p><p>Subclasses grant specialized maneuvers.</p><p>Action surge and second wind features into maneuvers.</p><p>Add in some features from other classes into the maneuvers.</p><p>Change a few fighting styles, per some of my previous ideas/house rules.</p><p>Provide more fighting styles from other classes.</p><p>Tie hexblade casting with it's maneuvers somehow. (This is an area that still does not quite fit)</p><p>Subclass gained at level 1.</p><p></p><p></p><p>This was done like this initially because I was uncertain how to proceed. I now have a clearer idea of what I want to do and it should be clear through the edits that I put up above. To summarize: each fighter knows 2 + 1 per 3 fighter levels ( so 2 to 8). Each subclass has access to learning 4 special maneuvers, the rest come from a general fighter pool of maneuvers they can learn. So a more limited access to the list of maneuvers than the standard fighter but all subclasses learn them.</p><p></p><p></p><p>In 5e though, the classes all pretty much have access to spells and it is a lot easier to multiclass and gain spells and power up sufficiently with them. This is unlike 3e. For martial types, I am still partial to a martial system synonymous with a spell system. Something that powers up sufficiently with multi-classing like spells. So you have Caster Levels and Martial Levels. This class does not tackle that concept clearly or well but conceptually I like it.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6669965, member: 14506"] To more clearly articulate my design goals/what I have done: Specialize the subclasses more and provide more of them. Include the maneuvers in each fighter. Subclasses grant specialized maneuvers. Action surge and second wind features into maneuvers. Add in some features from other classes into the maneuvers. Change a few fighting styles, per some of my previous ideas/house rules. Provide more fighting styles from other classes. Tie hexblade casting with it's maneuvers somehow. (This is an area that still does not quite fit) Subclass gained at level 1. This was done like this initially because I was uncertain how to proceed. I now have a clearer idea of what I want to do and it should be clear through the edits that I put up above. To summarize: each fighter knows 2 + 1 per 3 fighter levels ( so 2 to 8). Each subclass has access to learning 4 special maneuvers, the rest come from a general fighter pool of maneuvers they can learn. So a more limited access to the list of maneuvers than the standard fighter but all subclasses learn them. In 5e though, the classes all pretty much have access to spells and it is a lot easier to multiclass and gain spells and power up sufficiently with them. This is unlike 3e. For martial types, I am still partial to a martial system synonymous with a spell system. Something that powers up sufficiently with multi-classing like spells. So you have Caster Levels and Martial Levels. This class does not tackle that concept clearly or well but conceptually I like it. [/QUOTE]
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