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Thoughts on Improving Martials
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<blockquote data-quote="Steampunkette" data-source="post: 8316681" data-attributes="member: 6796468"><p>[USER=20323]@Quickleaf[/USER] Casters unifying identity is "Casts Spells". Only Wizards care about schools. Clerics are more interested in Domains, Warlocks more interested in Pact Spells, etc.</p><p></p><p>The unifying function of martials is "Hits Things" either with weapons or bare hands but not spellcasting.</p><p></p><p>And then Gish is "Hits things -and- Casts spells"</p><p></p><p>If I were so inclined as to create a "List of Maneuvers" for each class I could dive into piles of historical study of different fighting styles from around the globe. Or just use the A5e options that provide dozens of different combat maneuvers for various concepts. That's not my intention, here. It's to create a simple framework that everyone can use at any point to give Martial characters other combat options beyond "Hit things" and "Sacrifice all your damage to apply one of two effects"</p><p></p><p>Something simple and easy that works as a rule of thumb for adjudicating stuff that might come up in combat.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8316681, member: 6796468"] [USER=20323]@Quickleaf[/USER] Casters unifying identity is "Casts Spells". Only Wizards care about schools. Clerics are more interested in Domains, Warlocks more interested in Pact Spells, etc. The unifying function of martials is "Hits Things" either with weapons or bare hands but not spellcasting. And then Gish is "Hits things -and- Casts spells" If I were so inclined as to create a "List of Maneuvers" for each class I could dive into piles of historical study of different fighting styles from around the globe. Or just use the A5e options that provide dozens of different combat maneuvers for various concepts. That's not my intention, here. It's to create a simple framework that everyone can use at any point to give Martial characters other combat options beyond "Hit things" and "Sacrifice all your damage to apply one of two effects" Something simple and easy that works as a rule of thumb for adjudicating stuff that might come up in combat. [/QUOTE]
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