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<blockquote data-quote="kerleth" data-source="post: 6105893" data-attributes="member: 84383"><p>Klaus, I think you are missing the point. It was the having a list that I and others were referring to. That presorted list eased character creation, supplied a narrative, and could be used as inspiriation for your own customized style. Pretty much exactly the same as grouping feats into specialties. Yes all the abilities are there, but now we are spoiled and want are styles dangit. Incidently, this is part of the problem of offering bonus feats. They may clash with a character appropriate specialty and force a player to to dig through the feat section feat by feat to find a replacement. Thus impeding part of the usefulness of specialties. The same could be said of the rogues schemes and backgrounds last packet (or this one), but they are much easier and quicker to look through.</p><p></p><p>Back to the subject at hand. I think they should ditch the "dice" part of the fighters expertise entirely, simply making it say 2/battle or something similar. The rules would remain the same, but there would simply be no need for dice. Instead you would choose from a list of evocative and powerful abilities. EX:</p><p></p><p>-Critical Strike: You may declare one successful attack an automatic critical hit.</p><p>-Glancing Blow: You may deal half damage with a single missed melee attack. This does not trigger any additional effects from a succesful attack.</p><p>-Knick: You may deal half damage with a single missed ranged attack. This does not trigger any additional effects from a successful attack.</p><p>-Whirlwing Attack: You may spend an action to make a seperate melee attack against two enemies within your reach. Both attacks may gain the full benefit of your deadly strike.</p><p>-Rain of Arrows: You may spend an action to make a seperate ranged attack at up to three enemies within your weapons range. Each of these attacks gains the full benefit of deadly strike, but deals only half damage</p><p>(These two remove the need for the fighter's multiattack.)</p><p>-Parry: When wielding a melee weapon or shield you may use a reaction to grant disadvantage to a single attack against you.</p><p>-Warrior's Spirit: Become immune to the charmed and frightened condition for the next 10 minutes or until your next short rest, whichever comes first.</p><p>-Bolster Ally: Grant an ally advantage on a saving throw.</p><p></p><p>So on and so forth. These are just part of one long list instead of being seperated into 4 sub categories. Then the ones you gain are based on a fighting style, with the option to go a la carte instead.</p></blockquote><p></p>
[QUOTE="kerleth, post: 6105893, member: 84383"] Klaus, I think you are missing the point. It was the having a list that I and others were referring to. That presorted list eased character creation, supplied a narrative, and could be used as inspiriation for your own customized style. Pretty much exactly the same as grouping feats into specialties. Yes all the abilities are there, but now we are spoiled and want are styles dangit. Incidently, this is part of the problem of offering bonus feats. They may clash with a character appropriate specialty and force a player to to dig through the feat section feat by feat to find a replacement. Thus impeding part of the usefulness of specialties. The same could be said of the rogues schemes and backgrounds last packet (or this one), but they are much easier and quicker to look through. Back to the subject at hand. I think they should ditch the "dice" part of the fighters expertise entirely, simply making it say 2/battle or something similar. The rules would remain the same, but there would simply be no need for dice. Instead you would choose from a list of evocative and powerful abilities. EX: -Critical Strike: You may declare one successful attack an automatic critical hit. -Glancing Blow: You may deal half damage with a single missed melee attack. This does not trigger any additional effects from a succesful attack. -Knick: You may deal half damage with a single missed ranged attack. This does not trigger any additional effects from a successful attack. -Whirlwing Attack: You may spend an action to make a seperate melee attack against two enemies within your reach. Both attacks may gain the full benefit of your deadly strike. -Rain of Arrows: You may spend an action to make a seperate ranged attack at up to three enemies within your weapons range. Each of these attacks gains the full benefit of deadly strike, but deals only half damage (These two remove the need for the fighter's multiattack.) -Parry: When wielding a melee weapon or shield you may use a reaction to grant disadvantage to a single attack against you. -Warrior's Spirit: Become immune to the charmed and frightened condition for the next 10 minutes or until your next short rest, whichever comes first. -Bolster Ally: Grant an ally advantage on a saving throw. So on and so forth. These are just part of one long list instead of being seperated into 4 sub categories. Then the ones you gain are based on a fighting style, with the option to go a la carte instead. [/QUOTE]
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