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The Warrior: Fighter & Feats Homebrew
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<blockquote data-quote="DaedalusX51" data-source="post: 6997712" data-attributes="member: 96233"><p>So I've been working on this Fighter and Feats rework for a bit now.</p><p>I'm not personally in love with either the Champion or Battle Master subclasses by themselves. However, I have combined them together to create a new subclass to subsume the archetypal fighters such as knights, cavaliers, scouts, etc.</p><p></p><p>As part of this reworking, I wanted to provide the Fighter class with its own system of features. Something that would provide Fighters with round by round decision making without requiring a resource to be consumed. Something that couldn't be taken away if the group decided on not using feats or multi-classing. In fact, I think some of my other local groups want to shy away from using feats due to their possible overpowered nature (the -5/+10 and cover removing features for example).</p><p></p><p>My solution to this was to remove all of the combat feats, such as Great Weapon Master and Sharpshooter, from the game. In turn I would keep the mechanics that I didn't find overpowered and implement them as maneuvers in the new Warrior subclass. With the addition of a new Martial Adept feat, I still allow other classes to dip in and grab two maneuvers. This allows the Fighter to have 6 or 8 maneuvers with the feat while other classes can only gain 2.</p><p></p><p>In addition, I have reworked the remaining feats and added prerequisites for most of them.</p><p></p><p>Please take a look at what I have created and give me your input. I really appreciate any suggestions or concerns.</p><p></p><p><a href="https://drive.google.com/open?id=0BxZxYfpUunBsWVdLUkFtWmVaWms" target="_blank">https://drive.google.com/open?id=0BxZxYfpUunBsWVdLUkFtWmVaWms</a></p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=7006" target="_blank">DEFCON 1</a></u></strong></em></p></blockquote><p></p>
[QUOTE="DaedalusX51, post: 6997712, member: 96233"] So I've been working on this Fighter and Feats rework for a bit now. I'm not personally in love with either the Champion or Battle Master subclasses by themselves. However, I have combined them together to create a new subclass to subsume the archetypal fighters such as knights, cavaliers, scouts, etc. As part of this reworking, I wanted to provide the Fighter class with its own system of features. Something that would provide Fighters with round by round decision making without requiring a resource to be consumed. Something that couldn't be taken away if the group decided on not using feats or multi-classing. In fact, I think some of my other local groups want to shy away from using feats due to their possible overpowered nature (the -5/+10 and cover removing features for example). My solution to this was to remove all of the combat feats, such as Great Weapon Master and Sharpshooter, from the game. In turn I would keep the mechanics that I didn't find overpowered and implement them as maneuvers in the new Warrior subclass. With the addition of a new Martial Adept feat, I still allow other classes to dip in and grab two maneuvers. This allows the Fighter to have 6 or 8 maneuvers with the feat while other classes can only gain 2. In addition, I have reworked the remaining feats and added prerequisites for most of them. Please take a look at what I have created and give me your input. I really appreciate any suggestions or concerns. [URL]https://drive.google.com/open?id=0BxZxYfpUunBsWVdLUkFtWmVaWms[/URL] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=7006"]DEFCON 1[/URL][/U][/B][/I] [/QUOTE]
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