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Utility Talents for Fighters: Rules Module
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<blockquote data-quote="I'm A Banana" data-source="post: 6364993" data-attributes="member: 2067"><p>Option 3 is still a pretty significant opportunity cost, and #2 doesn't feel like a system to me as much as just "*shrug* lets just make the Fighter better." </p><p></p><p>I think the thing is that many of these don't feel like class features as much as they feel like "+1 Backgrounds" or "Skill Upgrades" or maybe slightly weak feats. Class features even for a Cha monkey like the bard have little to do with world lore or character allies. They're mechanical grist for adventuring-day mechanics. Some of these might fit, but others...aren't necessarily things that come up in adventuring on the regular. I think I'd prefer to either see these downgraded to skill uses or background features, or upgraded to be full-on feats and <em>worth it</em> (in that they'll also do something significant and narrow to help you murderize dragons). </p><p></p><p></p><p></p><p>I'll give it a pass whynot!</p><p></p><ul> <li data-xf-list-type="ul"> <strong>Arms Lore</strong> is flavorful, but not of great use (a short rest reveals all magic item properties anyway, and the first question is not something that a lot of DMs work out in detail for every weapon or armor that comes into play). C+</li> <li data-xf-list-type="ul"> <strong>Assured Athlete</strong> is cool, but it sounds like it stacks with expertise?! Oof. B</li> <li data-xf-list-type="ul"> <strong>Burden Bearer</strong> asks me to make too many DM judgement calls and as an at-will ability it feels pretty open to spamming. It'd work at the right table though. C-</li> <li data-xf-list-type="ul"> <strong>Campaigner</strong> hits some of the same problems as Arms Lore in that these are a lot of details I might not've thought about as a DM. In practical terms, it's just asking me to stop telling the story and figure out how to answer the Q's. C-</li> <li data-xf-list-type="ul"> <strong>Daring Adventurer</strong> is a little fiddly (+4 strength for jumping), but the meat of it is proficiency on saves vs. fear, which is cool. B</li> <li data-xf-list-type="ul"> <strong>Evaluate Combatant</strong> can be useful, but it combos it with some of the problems of above abilities in that I will just stumble in play to answer some of those questions. C+</li> <li data-xf-list-type="ul"> <strong>Expedition Leader</strong> is flavorful, but a little weaksauce. B-</li> <li data-xf-list-type="ul"> <strong>Followers</strong> is nice, but could be more sensible. What, I need to pay for these half-dozen mooks to booze it up at the tavern if I want to use them as largely ineffective cannon-fodder? C+</li> <li data-xf-list-type="ul"> <strong>Inexhaustible</strong> isn't bad, but proficiency on Con checks just makes me want to take a level of fighter if I'm a melee wizard. B</li> <li data-xf-list-type="ul"> <strong>Military Contacts</strong> mostly dodges the issues of some of the above of being flow-stopping DM-stumpers, but it's awfully situational. C.</li> <li data-xf-list-type="ul"> <strong>Stand Your Ground</strong> is reasonable for a low-grade ability aside from the stacking with expertise. B-</li> <li data-xf-list-type="ul"> <strong>Steely Reputation</strong> oh hai Pirate background. And a Pirate with this ability? Ummm...? B</li> <li data-xf-list-type="ul"> <strong>Weapons of Labor</strong> is adorable, but not really THAT useful unless your doughty dragon-slaying knight spends a lot of time also being a lumberjack (and that's OK, if you sleep all night and you work all day). C-</li> </ul></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6364993, member: 2067"] Option 3 is still a pretty significant opportunity cost, and #2 doesn't feel like a system to me as much as just "*shrug* lets just make the Fighter better." I think the thing is that many of these don't feel like class features as much as they feel like "+1 Backgrounds" or "Skill Upgrades" or maybe slightly weak feats. Class features even for a Cha monkey like the bard have little to do with world lore or character allies. They're mechanical grist for adventuring-day mechanics. Some of these might fit, but others...aren't necessarily things that come up in adventuring on the regular. I think I'd prefer to either see these downgraded to skill uses or background features, or upgraded to be full-on feats and [I]worth it[/I] (in that they'll also do something significant and narrow to help you murderize dragons). I'll give it a pass whynot! [LIST] [*] [B]Arms Lore[/B] is flavorful, but not of great use (a short rest reveals all magic item properties anyway, and the first question is not something that a lot of DMs work out in detail for every weapon or armor that comes into play). C+ [*] [B]Assured Athlete[/B] is cool, but it sounds like it stacks with expertise?! Oof. B [*] [B]Burden Bearer[/B] asks me to make too many DM judgement calls and as an at-will ability it feels pretty open to spamming. It'd work at the right table though. C- [*] [B]Campaigner[/B] hits some of the same problems as Arms Lore in that these are a lot of details I might not've thought about as a DM. In practical terms, it's just asking me to stop telling the story and figure out how to answer the Q's. C- [*] [B]Daring Adventurer[/B] is a little fiddly (+4 strength for jumping), but the meat of it is proficiency on saves vs. fear, which is cool. B [*] [B]Evaluate Combatant[/B] can be useful, but it combos it with some of the problems of above abilities in that I will just stumble in play to answer some of those questions. C+ [*] [B]Expedition Leader[/B] is flavorful, but a little weaksauce. B- [*] [B]Followers[/B] is nice, but could be more sensible. What, I need to pay for these half-dozen mooks to booze it up at the tavern if I want to use them as largely ineffective cannon-fodder? C+ [*] [B]Inexhaustible[/B] isn't bad, but proficiency on Con checks just makes me want to take a level of fighter if I'm a melee wizard. B [*] [B]Military Contacts[/B] mostly dodges the issues of some of the above of being flow-stopping DM-stumpers, but it's awfully situational. C. [*] [B]Stand Your Ground[/B] is reasonable for a low-grade ability aside from the stacking with expertise. B- [*] [B]Steely Reputation[/B] oh hai Pirate background. And a Pirate with this ability? Ummm...? B [*] [B]Weapons of Labor[/B] is adorable, but not really THAT useful unless your doughty dragon-slaying knight spends a lot of time also being a lumberjack (and that's OK, if you sleep all night and you work all day). C- [/LIST] [/QUOTE]
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