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<blockquote data-quote="Quickleaf" data-source="post: 7214581" data-attributes="member: 20323"><p>Definitely interesting ideas. </p><p></p><p>Not sure they belong in the core class – but definitely I could see the Bravo, for example, being highly mobile & having a feature that expands on <strong>Martial Alacrity</strong> (or whatever I end up calling it) and allows him to move great distances in a swashbuckly manner or take a quick 5 foot move as a reaction.</p><p></p><p>I think the key is to make the core feature simple & thematic – fighter is the <em>last</em> class I'd want to have too much complexity baked into the core class. Remembering a list of things you can do with your Reaction that aren't strongly thematically connected would defeat the elegant simplicity I'm aiming for. So maybe I need to re-think this a bit...</p><p></p><p>Cunning Action works as a simple option because it's 3 thematically connected things that support the rogue's concept: Hiding, Tumbling out of reach, and Moving Fast. It synergizes with the rogue's Sneak Attack. We can imagine that, yeah, it makes sense for a rogue to run fast through a hallway of firing dart traps. And yeah, it makes sense that a rogue tumbles away from the hydra or the death knight.</p><p></p><p>For this fighter redesign I'm thinking about encouraging a reactive play style – without burdening the player with remembering rules minutiae or confusing them with changes to how Readying works, for example.</p><p></p><p>So...</p><p></p><p>What if the fighter player decides what triggers their Reaction? Does it then become indistinguishable from Readying an action?</p><p></p><p>Hmm, so the trigger to their special Reaction needs to be defined. Something like <strong>When you roll initiative (and are not surprised), roll a saving throw, or an attack hits or misses you</strong>?</p><p></p><p>I kinda like that. It gives the fighter a little edge when battle begins, lets the fighter do cool stuff along with their save (e.g. shaking off a charm at the last second only to throw the caster off a cliff), reinforces the idea that you want to think twice before messing with a fighter. </p><p></p><p>And – since this fighter can eventually get multiple Reactions, I'll need to change the usual proviso of "only 1/round" to "1/turn"; that way it's not possible, for example, for a fighter to BOTH Parry an incoming attack and then use Martial Alacrity to counterattack. Hmm. Actually, I like that, but may be too powerful.</p><p></p><p>I kind of like the idea of the Reaction being usable for ANY action you could take in combat: Make an Ability Check, Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object.</p><p></p><p>Of course, that's probably much too powerful. Because it steps on the Rogue's toes. And because we don't want a multi-class/Eldritch Knight fighter slinging spells as Reactions. And because Readying as Reaction would be broken. So that limits it down to: Make an Ability Check, Attack, Dodge, Help, Search, or Use an Object.</p><p></p><p>Not sure I like that list. And not sure I even like a *list* at all. I need to find a way to make what can be done with the Reaction more freeform. Maybe....*any* "interact with the environment/object in the environment" non-action? Things like, swapping weapons, opening or closing a door, throwing an unconscious ally over your shoulder, holding open a portcullis, withdrawing a potion from your backpack, removing a torch from a sconce, giving advice to a fellow PC when it's not your turn, etc.</p><p></p><p>OK, that's starting to look better... Here's what I've formulated so far...</p><p></p><p>[SECTION]<strong>Martial Alacrity:</strong> Starting at 2nd level, you can use your Reaction when you roll initiative (as long as you are not surprised), roll a saving throw, or an attack hits or misses you. You can use this Reaction to interact with an object or feature of the environment; for example, you could stow your sword and draw your bow, open or close a door, throw an unconscious ally over your shoulder, hold open a portcullis, withdraw a potion from your backpack, remove torch from a sconce, or give advice to a fellow PC when it's not your turn.[/SECTION]</p><p></p><p>How does that look as a core class feature? And then certain subclasses can expand on it (e.g. Bravo can use it to perform a special movement, or maybe a guardian-type can equip a shield)?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7214581, member: 20323"] Definitely interesting ideas. Not sure they belong in the core class – but definitely I could see the Bravo, for example, being highly mobile & having a feature that expands on [B]Martial Alacrity[/B] (or whatever I end up calling it) and allows him to move great distances in a swashbuckly manner or take a quick 5 foot move as a reaction. I think the key is to make the core feature simple & thematic – fighter is the [I]last[/I] class I'd want to have too much complexity baked into the core class. Remembering a list of things you can do with your Reaction that aren't strongly thematically connected would defeat the elegant simplicity I'm aiming for. So maybe I need to re-think this a bit... Cunning Action works as a simple option because it's 3 thematically connected things that support the rogue's concept: Hiding, Tumbling out of reach, and Moving Fast. It synergizes with the rogue's Sneak Attack. We can imagine that, yeah, it makes sense for a rogue to run fast through a hallway of firing dart traps. And yeah, it makes sense that a rogue tumbles away from the hydra or the death knight. For this fighter redesign I'm thinking about encouraging a reactive play style – without burdening the player with remembering rules minutiae or confusing them with changes to how Readying works, for example. So... What if the fighter player decides what triggers their Reaction? Does it then become indistinguishable from Readying an action? Hmm, so the trigger to their special Reaction needs to be defined. Something like [B]When you roll initiative (and are not surprised), roll a saving throw, or an attack hits or misses you[/B]? I kinda like that. It gives the fighter a little edge when battle begins, lets the fighter do cool stuff along with their save (e.g. shaking off a charm at the last second only to throw the caster off a cliff), reinforces the idea that you want to think twice before messing with a fighter. And – since this fighter can eventually get multiple Reactions, I'll need to change the usual proviso of "only 1/round" to "1/turn"; that way it's not possible, for example, for a fighter to BOTH Parry an incoming attack and then use Martial Alacrity to counterattack. Hmm. Actually, I like that, but may be too powerful. I kind of like the idea of the Reaction being usable for ANY action you could take in combat: Make an Ability Check, Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object. Of course, that's probably much too powerful. Because it steps on the Rogue's toes. And because we don't want a multi-class/Eldritch Knight fighter slinging spells as Reactions. And because Readying as Reaction would be broken. So that limits it down to: Make an Ability Check, Attack, Dodge, Help, Search, or Use an Object. Not sure I like that list. And not sure I even like a *list* at all. I need to find a way to make what can be done with the Reaction more freeform. Maybe....*any* "interact with the environment/object in the environment" non-action? Things like, swapping weapons, opening or closing a door, throwing an unconscious ally over your shoulder, holding open a portcullis, withdrawing a potion from your backpack, removing a torch from a sconce, giving advice to a fellow PC when it's not your turn, etc. OK, that's starting to look better... Here's what I've formulated so far... [SECTION][B]Martial Alacrity:[/B] Starting at 2nd level, you can use your Reaction when you roll initiative (as long as you are not surprised), roll a saving throw, or an attack hits or misses you. You can use this Reaction to interact with an object or feature of the environment; for example, you could stow your sword and draw your bow, open or close a door, throw an unconscious ally over your shoulder, hold open a portcullis, withdraw a potion from your backpack, remove torch from a sconce, or give advice to a fellow PC when it's not your turn.[/SECTION] How does that look as a core class feature? And then certain subclasses can expand on it (e.g. Bravo can use it to perform a special movement, or maybe a guardian-type can equip a shield)? [/QUOTE]
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