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*Dungeons & Dragons
Things that the non-magical Fighter could do
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<blockquote data-quote="Dausuul" data-source="post: 6322323" data-attributes="member: 58197"><p>IMO, the fighter's abilities should be primarily focused on <em>fighting</em>. They are combat specialists, hence the name. That isn't to say a fighter should be a useless lump off the battlefield, but as a rule, anything the fighter can do off the battlefield, some other class can do better. However, when it comes to turning big ugly monsters into ground chuck, no one should be able to touch the fighter. (The wizard might be able to outdo the fighter in sweeping the chaff off the battlefield, but where non-mook foes are concerned, the fighter should be king.)</p><p></p><p>I like a lot of the combat abilities that have been proposed--especially Climb Aboard, which is something melee PCs want to do any time they're confronted with a big flying monster *cough*dragon*cough*, and which never seems to get any rules support. I always end up having to improvise house rules for it. I also like having fighters be good at disrupting enemy attacks and spellcasting.</p><p></p><p>The real challenge is figuring out how to make fighter abilities that are good enough to see frequent use, but aren't no-brainers to be used every single round. 4E solved the problem by fiat: You only use this ability once an encounter because you <em>can</em> only use it once an encounter. I would prefer something tied a little more closely to the game world. For example:</p><p></p><p><em>You have maneuver slots numbered 1 through 6. Each slot can contain up to four maneuvers. You start knowing three maneuvers, and learn a new one each time you gain a level. When you learn a maneuver, add it to one of your slots. You can learn the same maneuver up to three times, putting it in a different slot each time.</em></p><p><em></em></p><p><em><strong>Opportunistic Tactics:</strong> As a bonus action, you focus on an enemy and look for an opening to use one of your maneuvers. Roll 1d6. Until the end of your turn, you can use any maneuver in that slot against the chosen enemy.</em></p></blockquote><p></p>
[QUOTE="Dausuul, post: 6322323, member: 58197"] IMO, the fighter's abilities should be primarily focused on [i]fighting[/i]. They are combat specialists, hence the name. That isn't to say a fighter should be a useless lump off the battlefield, but as a rule, anything the fighter can do off the battlefield, some other class can do better. However, when it comes to turning big ugly monsters into ground chuck, no one should be able to touch the fighter. (The wizard might be able to outdo the fighter in sweeping the chaff off the battlefield, but where non-mook foes are concerned, the fighter should be king.) I like a lot of the combat abilities that have been proposed--especially Climb Aboard, which is something melee PCs want to do any time they're confronted with a big flying monster *cough*dragon*cough*, and which never seems to get any rules support. I always end up having to improvise house rules for it. I also like having fighters be good at disrupting enemy attacks and spellcasting. The real challenge is figuring out how to make fighter abilities that are good enough to see frequent use, but aren't no-brainers to be used every single round. 4E solved the problem by fiat: You only use this ability once an encounter because you [i]can[/i] only use it once an encounter. I would prefer something tied a little more closely to the game world. For example: [i]You have maneuver slots numbered 1 through 6. Each slot can contain up to four maneuvers. You start knowing three maneuvers, and learn a new one each time you gain a level. When you learn a maneuver, add it to one of your slots. You can learn the same maneuver up to three times, putting it in a different slot each time. [b]Opportunistic Tactics:[/b] As a bonus action, you focus on an enemy and look for an opening to use one of your maneuvers. Roll 1d6. Until the end of your turn, you can use any maneuver in that slot against the chosen enemy.[/i] [/QUOTE]
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