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<blockquote data-quote="Quickleaf" data-source="post: 7194561" data-attributes="member: 20323"><p>I appreciate the vote of confidence. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>My goal is design a class that can be even simpler than the 5e fighter (e.g. no need to track *anything* in long-term besides hit point & gear, no action surge, second wind, or indomitable) and then ramp up to much greater complexity, according to a player's preferences.</p><p></p><p>The vehicle I'm doing that through are "Fighting Talents" which PHB's Fighting Styles are subsumed by. These talents follow an advancement rate similar to a warlock's Eldritch Evocations (albeit ramping up a little more slowly and topping out at 7 instead of 8). However, several subclasses provide a bonus talent as a feature, so in effect Fighting Talents are very comparable to Eldritch Evocations.</p><p></p><p>In my current re-design I've divided them into 3 groups: General Talents, Weapon Talents, and Specialization Talents.</p><p></p><p><strong>General Talents</strong> have no prerequisites – accuracy (+1 attack), defense (PHB fighting style), fortitude (+1 hp/level), iron resolve (reaction to add your prof. bonus to a save), might (+1 damage), and unarmored defense (add INT to AC when wearing no armor, shields ok).</p><p></p><p><strong>Weapon Talents</strong> require wielding the listed weapon or shield, including many "improved" versions that require 6th level & a corresponding weapon talent – dueling (PHB), great weapon fighting (PHB), Marksmanship ("archery" from PHB renamed), Protection (PHB), Two-Weapon Fighting (PHB), and then five "improved" versions of each.</p><p></p><p><strong>Specialization Talents</strong> require wielding a specific weapon, and run the risk of stepping on the toes of the new feats that were playtested in Unearthed Arcana, including "mastery" versions which require 9th level & a corresponding specialization talent – axe specialization, bludgeoning specialization, bow specialization, polearm specialization, sword specialization... more I'm still brainstorming... and then "mastery" versions of each.</p><p></p><p>For the Specialization Talents, I'm looking at editions where weapons were highly differentiated from one another – specifically BD&D's weapon mastery rules, and 4e's "weapon master" fighter powers. For example:</p><p></p><p>Axe = (4e) critical hits</p><p>Sword = (4e) bonus AC vs. target; (BD&D) deflect</p><p>Greatsword = (BD&D) deflect & stun</p><p>Flail/Mace/Hammer = (4e) forced movement & daze, (BD&D) better AC</p><p>Spear/Polearm = (4e) target provokes AoO when shifting, (BD&D Halbred) hook & disarm, (BD&D Spear) set</p><p>Bow = (BD&D) delay</p><p>Crossbow = (BD&D) stun</p><p>Dagger = (BD&D) improved critical range</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7194561, member: 20323"] I appreciate the vote of confidence. :) My goal is design a class that can be even simpler than the 5e fighter (e.g. no need to track *anything* in long-term besides hit point & gear, no action surge, second wind, or indomitable) and then ramp up to much greater complexity, according to a player's preferences. The vehicle I'm doing that through are "Fighting Talents" which PHB's Fighting Styles are subsumed by. These talents follow an advancement rate similar to a warlock's Eldritch Evocations (albeit ramping up a little more slowly and topping out at 7 instead of 8). However, several subclasses provide a bonus talent as a feature, so in effect Fighting Talents are very comparable to Eldritch Evocations. In my current re-design I've divided them into 3 groups: General Talents, Weapon Talents, and Specialization Talents. [B]General Talents[/B] have no prerequisites – accuracy (+1 attack), defense (PHB fighting style), fortitude (+1 hp/level), iron resolve (reaction to add your prof. bonus to a save), might (+1 damage), and unarmored defense (add INT to AC when wearing no armor, shields ok). [B]Weapon Talents[/B] require wielding the listed weapon or shield, including many "improved" versions that require 6th level & a corresponding weapon talent – dueling (PHB), great weapon fighting (PHB), Marksmanship ("archery" from PHB renamed), Protection (PHB), Two-Weapon Fighting (PHB), and then five "improved" versions of each. [B]Specialization Talents[/B] require wielding a specific weapon, and run the risk of stepping on the toes of the new feats that were playtested in Unearthed Arcana, including "mastery" versions which require 9th level & a corresponding specialization talent – axe specialization, bludgeoning specialization, bow specialization, polearm specialization, sword specialization... more I'm still brainstorming... and then "mastery" versions of each. For the Specialization Talents, I'm looking at editions where weapons were highly differentiated from one another – specifically BD&D's weapon mastery rules, and 4e's "weapon master" fighter powers. For example: Axe = (4e) critical hits Sword = (4e) bonus AC vs. target; (BD&D) deflect Greatsword = (BD&D) deflect & stun Flail/Mace/Hammer = (4e) forced movement & daze, (BD&D) better AC Spear/Polearm = (4e) target provokes AoO when shifting, (BD&D Halbred) hook & disarm, (BD&D Spear) set Bow = (BD&D) delay Crossbow = (BD&D) stun Dagger = (BD&D) improved critical range [/QUOTE]
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