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The Warrior: Fighter & Feats Homebrew
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<blockquote data-quote="DEFCON 1" data-source="post: 6998101" data-attributes="member: 7006"><p>I suspect this is exactly why no one else has tried to do it either! It's always the downfall of the mounted combat archetype... it's a popular theme in stories, but not done often enough in the game itself to make anyone want to use a precious mechanical space to accomplish it. It makes me wonder if these types of mounted combat feats and kits might be better served as merely a set of abilities that can be used / activated by any character who maybe has proficiency in Animal Handling, rather than try and make a Fighter (or any class) archetype that specializes in it? Hard to say.</p><p></p><p></p><p></p><p>Needless to say, I wasn't crazy about it when WotC used the name 'Knight' in Essentials either. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> But this is the most minor of nitpicks and I can and (do) easily ignore the name when necessary.</p><p></p><p></p><p></p><p>I think that if it was only on the 1st round of combat, used in times when the Scout can set up the ambush and get the rest of the group in position to maximize the attack... that might fix the potential abuse of it. And does help the story for the Scout a bit too. The ability used mainly at the start of a fight when the group is potentially starting from hiding in an ambush situation... the Scout having placed them properly, gotten them set up in the bushes (or wherever) and then when he gives the signal everyone pops up and attacks (either by using their ranged weapons too, or rushing up to make a melee attack.) That's much more easy to visualize and understand why the Scout can give everyone this extra tactical superiority this one time, then in the original format where the Scout was back in the bushes and yet able to give all the melee characters Advantage when they've already been up close and fighting the targets the entire time.</p><p></p><p>Love it!</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6998101, member: 7006"] I suspect this is exactly why no one else has tried to do it either! It's always the downfall of the mounted combat archetype... it's a popular theme in stories, but not done often enough in the game itself to make anyone want to use a precious mechanical space to accomplish it. It makes me wonder if these types of mounted combat feats and kits might be better served as merely a set of abilities that can be used / activated by any character who maybe has proficiency in Animal Handling, rather than try and make a Fighter (or any class) archetype that specializes in it? Hard to say. Needless to say, I wasn't crazy about it when WotC used the name 'Knight' in Essentials either. ;) But this is the most minor of nitpicks and I can and (do) easily ignore the name when necessary. I think that if it was only on the 1st round of combat, used in times when the Scout can set up the ambush and get the rest of the group in position to maximize the attack... that might fix the potential abuse of it. And does help the story for the Scout a bit too. The ability used mainly at the start of a fight when the group is potentially starting from hiding in an ambush situation... the Scout having placed them properly, gotten them set up in the bushes (or wherever) and then when he gives the signal everyone pops up and attacks (either by using their ranged weapons too, or rushing up to make a melee attack.) That's much more easy to visualize and understand why the Scout can give everyone this extra tactical superiority this one time, then in the original format where the Scout was back in the bushes and yet able to give all the melee characters Advantage when they've already been up close and fighting the targets the entire time. Love it! [/QUOTE]
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