Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Thoughts on Improving Martials
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Einlanzer0" data-source="post: 8318031" data-attributes="member: 6788934"><p>I agree that it's something of an issue, although I think the problem is as much that casters & spell choices are too convoluted as it is that martials are too simple (one reason we need a witch and/or shaman class!) I also always use feats, which mitigates it to a large degree.</p><p></p><p>Otherwise, I've done a smattering of things partially motivated by wanting to add depth and partially to rebalance some aspects of the core rules (some of which feed into this problem):</p><p></p><p>-Added a tactical improvisation skill tied to Int and also add a bonus proficiency for higher Int, which helps add "tactical gameplay" options for any character with higher Int (and makes Int less of a dump stat). <em>Note: while any class can use this, martial classes get more practical benefit from it. I like incentivizing smart fighters =P</em></p><p></p><p>-reorganized knowledge skills so that more classes could get practical benefit from them more often.</p><p></p><p>-separated grappling from athletics and expanded it quite a bit to make it more dynamic.</p><p></p><p>-use a much more robust homebrew weapon/armor custom table that adds a lot of properties and makes weapon choices more impactful (I think this one is big - having a simple/underdeveloped weapon/armor table is a major contributor to this perception.)</p><p></p><p>-use a homebrew set of rules (someone else authored) for secondary and tertiary ability scores that have a variety of uses in and out of combat: courage, sanity, allure, luck, style, wit.</p><p></p><p>-utilize more items with spell-like properties and diversify magic items as much as possible.</p><p></p><p>I think the next thing I want to tackle is working in craftsmanship & masterwork mechanics and setting up rules to give a better feeling of ownership for martial character's gear.</p></blockquote><p></p>
[QUOTE="Einlanzer0, post: 8318031, member: 6788934"] I agree that it's something of an issue, although I think the problem is as much that casters & spell choices are too convoluted as it is that martials are too simple (one reason we need a witch and/or shaman class!) I also always use feats, which mitigates it to a large degree. Otherwise, I've done a smattering of things partially motivated by wanting to add depth and partially to rebalance some aspects of the core rules (some of which feed into this problem): -Added a tactical improvisation skill tied to Int and also add a bonus proficiency for higher Int, which helps add "tactical gameplay" options for any character with higher Int (and makes Int less of a dump stat). [I]Note: while any class can use this, martial classes get more practical benefit from it. I like incentivizing smart fighters =P[/I] -reorganized knowledge skills so that more classes could get practical benefit from them more often. -separated grappling from athletics and expanded it quite a bit to make it more dynamic. -use a much more robust homebrew weapon/armor custom table that adds a lot of properties and makes weapon choices more impactful (I think this one is big - having a simple/underdeveloped weapon/armor table is a major contributor to this perception.) -use a homebrew set of rules (someone else authored) for secondary and tertiary ability scores that have a variety of uses in and out of combat: courage, sanity, allure, luck, style, wit. -utilize more items with spell-like properties and diversify magic items as much as possible. I think the next thing I want to tackle is working in craftsmanship & masterwork mechanics and setting up rules to give a better feeling of ownership for martial character's gear. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Thoughts on Improving Martials
Top