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The New Fighter
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<blockquote data-quote="Szatany" data-source="post: 6105813" data-attributes="member: 21178"><p>I also think this new fighter is a step backwards. Specializations are gone, and they were so cool <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> They must be brought back. Reliance on feats also rubs me wrong way, as it harkens back to failed design of 3rd edition. Add to it rather weak expertise dice system and bland abilities it grants and we get a very mediocre class.</p><p>My proposals:</p><p></p><p><strong>Expertise</strong>: Leave it as it is, except changing how dice are recovered.</p><p><em>You recover ED in two ways. At the start of your turn, you regain 1 expertise die. Also, if you spend an action doing nothing but regaining your breath, analyzing situation, etc. you regain all your ED.</em></p><p></p><p><strong>Death Dealer, Superior Defense, Unerring Attacker, Multiattack, Unstoppable</strong>: Those should go away. Instead, fighter chooses his fighing style at 1st level and that determines which abilities from those groups he or she gets. But fighters are a cut above mere warriors - their specialities incorporate more than one fighting style. </p><p></p><p><em>Tank - Warlord - Skirmisher</em></p><p><em><strong>Tanks </strong>rely on maximum protection and have abilities that exploit that. As a tank, you either fight with a two handed weapon, or with a weapon and a shield. You gain abilities that allow you to do both.</em></p><p><em>Level 1: Deep wound, block missiles, parry</em></p><p><em>Level 2: Slam, Wide Arc</em></p><p><em>Level 4: Shield swipe, glancing blow</em></p><p><em>Level 5: Whirlwind attack</em></p><p><em>Level 7: Great fortitude, hold fast</em></p><p><em></em></p><p><em><strong>Warlords </strong>prefer coordination in combat, using allies to great effect. As a warlord, you help others be excellent. Choise of a weapon is a secondary issue for you.</em></p><p><em>Level 1: Deep wound, parry, warning shout</em></p><p><em>Level 2: Strike command</em></p><p><em>Level 4: Attack orders, careful attack</em></p><p><em>Level 5: Whirlwind attack</em></p><p><em>Level 7: Bolster allies, iron will</em></p><p><em></em></p><p><em><strong>Skirmishers </strong>rely on speed and agility. As a skirmisher, you're best with fighting techniques that involve movement and you fight either with a ranged weapon, or two melee weapons. Unlike other fighters, you prefer medium armors. You gain abilities that allow you to do both.</em></p><p><em>Level 1: Deep wound, nimble dodge</em></p><p><em>Level 2: Ricochet, <strong>something for 2-weapon fighting</strong></em></p><p><em>Level 4: Nick, <strong>something for 2-weapon fighting</strong></em></p><p><em>Level 5: Whirlwind attack, volley</em></p><p><em>Level 7: Lightning reflexes</em></p><p></p><p>Its up to a player if he wants to combine benefits from those specialities with feat specializations to become a true master of a fighting style. He doesn't have to though, so this frees him to choose something else, even unrelated to combat, like Fighter (skirmisher) [skulker].</p></blockquote><p></p>
[QUOTE="Szatany, post: 6105813, member: 21178"] I also think this new fighter is a step backwards. Specializations are gone, and they were so cool :( They must be brought back. Reliance on feats also rubs me wrong way, as it harkens back to failed design of 3rd edition. Add to it rather weak expertise dice system and bland abilities it grants and we get a very mediocre class. My proposals: [B]Expertise[/B]: Leave it as it is, except changing how dice are recovered. [I]You recover ED in two ways. At the start of your turn, you regain 1 expertise die. Also, if you spend an action doing nothing but regaining your breath, analyzing situation, etc. you regain all your ED.[/I] [b]Death Dealer, Superior Defense, Unerring Attacker, Multiattack, Unstoppable[/b]: Those should go away. Instead, fighter chooses his fighing style at 1st level and that determines which abilities from those groups he or she gets. But fighters are a cut above mere warriors - their specialities incorporate more than one fighting style. [i]Tank - Warlord - Skirmisher [B]Tanks [/B]rely on maximum protection and have abilities that exploit that. As a tank, you either fight with a two handed weapon, or with a weapon and a shield. You gain abilities that allow you to do both. Level 1: Deep wound, block missiles, parry Level 2: Slam, Wide Arc Level 4: Shield swipe, glancing blow Level 5: Whirlwind attack Level 7: Great fortitude, hold fast [B]Warlords [/B]prefer coordination in combat, using allies to great effect. As a warlord, you help others be excellent. Choise of a weapon is a secondary issue for you. Level 1: Deep wound, parry, warning shout Level 2: Strike command Level 4: Attack orders, careful attack Level 5: Whirlwind attack Level 7: Bolster allies, iron will [B]Skirmishers [/B]rely on speed and agility. As a skirmisher, you're best with fighting techniques that involve movement and you fight either with a ranged weapon, or two melee weapons. Unlike other fighters, you prefer medium armors. You gain abilities that allow you to do both. Level 1: Deep wound, nimble dodge Level 2: Ricochet, [B]something for 2-weapon fighting[/B] Level 4: Nick, [B]something for 2-weapon fighting[/B] Level 5: Whirlwind attack, volley Level 7: Lightning reflexes[/i] Its up to a player if he wants to combine benefits from those specialities with feat specializations to become a true master of a fighting style. He doesn't have to though, so this frees him to choose something else, even unrelated to combat, like Fighter (skirmisher) [skulker]. [/QUOTE]
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