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General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
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<blockquote data-quote="Chaosmancer" data-source="post: 7704672" data-attributes="member: 6801228"><p>I don't think picking the effect after they've shot works terribly well, but what if the arrow *bamfed* back in the quiver if you missed?</p><p></p><p>That feels cool and magical, and prevents your two uses from being wasted because of bad luck</p><p></p><p></p><p></p><p></p><p>Don't think they should get it every turn, even if they severely nerfed the arrows getting those effects every turn could end up being brutal. </p><p></p><p>Would it be too powerful to regain all expended uses of your arrow when you roll initiative? I think one per battle is good with their current scarcity, but we want them to have more anyways, so giving them 2 arrows per fight might not be too bad...</p><p></p><p></p><p></p><p></p><p>I've heard other people being glad that the Knight doesn't have a lot of investment in being mounted, since it is difficult to have a combat where you are mounted. I've never been in a single combat in D&D where any of the players were fighting from horseback or the like, and if the class was heavily invested in mounted combat, it would see very little use at most tables. </p><p></p><p></p><p></p><p></p><p></p><p>I get more ambivalent about Rapid Strikes the more I look at it, technically it is better than hitting with advantage, but more unique and interesting abilities would definitely be preferable. </p><p></p><p>Yeah, They don't add enough value I think, and we've got enough bonus actions that are good for fighters to take... </p><p></p><p></p><p></p><p></p><p>Technically, this would get used on the second turn of advantage from Fighting Spirit. Remember Fighting Spirit lasts until the <strong>end </strong>of your next turn. But yeah, I think perhaps we should push for some more interesting abilities.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7704672, member: 6801228"] I don't think picking the effect after they've shot works terribly well, but what if the arrow *bamfed* back in the quiver if you missed? That feels cool and magical, and prevents your two uses from being wasted because of bad luck Don't think they should get it every turn, even if they severely nerfed the arrows getting those effects every turn could end up being brutal. Would it be too powerful to regain all expended uses of your arrow when you roll initiative? I think one per battle is good with their current scarcity, but we want them to have more anyways, so giving them 2 arrows per fight might not be too bad... I've heard other people being glad that the Knight doesn't have a lot of investment in being mounted, since it is difficult to have a combat where you are mounted. I've never been in a single combat in D&D where any of the players were fighting from horseback or the like, and if the class was heavily invested in mounted combat, it would see very little use at most tables. I get more ambivalent about Rapid Strikes the more I look at it, technically it is better than hitting with advantage, but more unique and interesting abilities would definitely be preferable. Yeah, They don't add enough value I think, and we've got enough bonus actions that are good for fighters to take... Technically, this would get used on the second turn of advantage from Fighting Spirit. Remember Fighting Spirit lasts until the [B]end [/B]of your next turn. But yeah, I think perhaps we should push for some more interesting abilities. [/QUOTE]
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Community
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Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
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