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Things that the non-magical Fighter could do
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<blockquote data-quote="Capricia" data-source="post: 6321234" data-attributes="member: 6777135"><p>If people want more realistic mechanics that get away from Damage on a Miss, then we might as well deal with the whole "I've just been slashed by an incredibly strong fellow with a sword but I'm fine" phenomenon that comes from classes with lots of hp. Just like how I don't want to play a dnd where it's possible to play a fighter who never misses, I don't want to play a dnd where I can play a wizard who never gets hit with a sword until they fall to 0 hp. Here's what I think would help:</p><p></p><p>Lethal Damage: Creatures you hit with a discernable anatomy become Wounded. Wounded creatures take a -5 penalty to all checks, saves, and attacks, must succeed on a DC 20 constitution save to perform complicated actions like spellcasting, and take 1d6 damage at the end of each turn. This extra damage can be stopped with a DC 15 Wisdom (Medicine) check. The Wounded condition can be removed with the Regeneration spell or one week of rest. If a Wounded creature would be Wounded again, it dies.</p><p></p><p>There. Perfect. No more of wizards who can be crit with a sword to their neck and just shrug it off like nothing happened. </p><p></p><p>More seriously, I'll probably be giving Fighter's the following:</p><p></p><p>Incredible Athlete: At level 2, a Fighter can spend 12 seconds (2 rounds) focusing to add his fighter level to any strength check he immediately makes afterward involving a short burst of power, such as breaking out of chains or bending bars. If the fighter does the same before a jump, triple the distance.</p><p></p><p>Something for the Fighter to do outside of his class features. Action Surge is a purely combat power, so it's okay to give the Fighter something that really doesn't have much combat utility. At level 20, the fighter is going to be able to be rolling +25 or so for their strength checks...but I think that's okay.</p><p></p><p>Combat Expertise: At level 3, the first time a fighter hit an enemy, double the bonus from strength or dexterity to damage.</p><p></p><p>When I was running the numbers on the Fighter vs the Cleric, I noticed that Fighters in combat are going to be significantly worse than war priest clerics when it comes to hitting things in the face until level 5, which is just weird. So give Fighter's a small boost, one that doesn't multiply with Action Surge or their multiple attacks.</p></blockquote><p></p>
[QUOTE="Capricia, post: 6321234, member: 6777135"] If people want more realistic mechanics that get away from Damage on a Miss, then we might as well deal with the whole "I've just been slashed by an incredibly strong fellow with a sword but I'm fine" phenomenon that comes from classes with lots of hp. Just like how I don't want to play a dnd where it's possible to play a fighter who never misses, I don't want to play a dnd where I can play a wizard who never gets hit with a sword until they fall to 0 hp. Here's what I think would help: Lethal Damage: Creatures you hit with a discernable anatomy become Wounded. Wounded creatures take a -5 penalty to all checks, saves, and attacks, must succeed on a DC 20 constitution save to perform complicated actions like spellcasting, and take 1d6 damage at the end of each turn. This extra damage can be stopped with a DC 15 Wisdom (Medicine) check. The Wounded condition can be removed with the Regeneration spell or one week of rest. If a Wounded creature would be Wounded again, it dies. There. Perfect. No more of wizards who can be crit with a sword to their neck and just shrug it off like nothing happened. More seriously, I'll probably be giving Fighter's the following: Incredible Athlete: At level 2, a Fighter can spend 12 seconds (2 rounds) focusing to add his fighter level to any strength check he immediately makes afterward involving a short burst of power, such as breaking out of chains or bending bars. If the fighter does the same before a jump, triple the distance. Something for the Fighter to do outside of his class features. Action Surge is a purely combat power, so it's okay to give the Fighter something that really doesn't have much combat utility. At level 20, the fighter is going to be able to be rolling +25 or so for their strength checks...but I think that's okay. Combat Expertise: At level 3, the first time a fighter hit an enemy, double the bonus from strength or dexterity to damage. When I was running the numbers on the Fighter vs the Cleric, I noticed that Fighters in combat are going to be significantly worse than war priest clerics when it comes to hitting things in the face until level 5, which is just weird. So give Fighter's a small boost, one that doesn't multiply with Action Surge or their multiple attacks. [/QUOTE]
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