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Vote Up a 5e-Alike: Fighter Draft 2, plus Archetypes (and a poll)
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<blockquote data-quote="Lanefan" data-source="post: 9194349" data-attributes="member: 29398"><p>I think it might end up with there being a militant Cleric (or War Cleric) class or subclass that's really only a half-caster...and could still be called Paladin, for all that.</p><p></p><p>Think Cavalier; or Paladin without the religious trappings. Heavy (and shiny!) armour, mounted combat, trends a bit Lawful (but doesn't have to be), proficient in lance, sword, and rider's mace. Not so much courtly/political in themselves, they instead fight for and-or defend those who are in politics or a court. "Fearless" could be a class feature.</p><p></p><p>Tough to design to account for both those who want complexity and those who don't. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Not sure it should be a feat; given that even a peasant can specifically try to swing for someone's knees in hopes of preventing their running away,, I'd just include it for everyone at a flat to-hit penalty. Maybe a few specific classes (e.g. archer, swashbuckler, assassin) can have a baked-in class feature that reduces and eventually eliminates that penalty. For example, if the called-shot penalty* for everyone is -4 to hit, those classes could start at -3 instead and reduce that minus by a further point every two levels until by 7th level it reaches 0 and goes away. (so, -3 at 1st-2nd, -2 at 3rd-4th, -1 at 5th-6th, 0 at 7th and higher)</p><p></p><p>* - assuming a roll-high to-hit system here as it's most familiar to all.</p><p></p><p>My experience with specialized archers is they go all Dex all the time, relying on hitting their target every shot (or close) and whittling them down a few hit points at a time, unless at point blank where damage goes up sharply. The tradeoff is their Strength is often not so good, which hammers their melee effectiveness a bit.</p><p></p><p>I don't at all mind Dex to hit with a missile weapon; but IMO Dex should never affect damage (with any weapon; I don't like finesse either) and Strength should only affect damage if a) the missile is hand-thrown or b) special equipment (e.g. a strength-matched bow) is used.</p><p></p><p>=======</p><p>Oh, and something else that occurs to me: to discourage multiclassing, some of these various class abilities (maybe the ones with the little three-star symbol?) should only be available to single-class characters.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9194349, member: 29398"] I think it might end up with there being a militant Cleric (or War Cleric) class or subclass that's really only a half-caster...and could still be called Paladin, for all that. Think Cavalier; or Paladin without the religious trappings. Heavy (and shiny!) armour, mounted combat, trends a bit Lawful (but doesn't have to be), proficient in lance, sword, and rider's mace. Not so much courtly/political in themselves, they instead fight for and-or defend those who are in politics or a court. "Fearless" could be a class feature. Tough to design to account for both those who want complexity and those who don't. :) Not sure it should be a feat; given that even a peasant can specifically try to swing for someone's knees in hopes of preventing their running away,, I'd just include it for everyone at a flat to-hit penalty. Maybe a few specific classes (e.g. archer, swashbuckler, assassin) can have a baked-in class feature that reduces and eventually eliminates that penalty. For example, if the called-shot penalty* for everyone is -4 to hit, those classes could start at -3 instead and reduce that minus by a further point every two levels until by 7th level it reaches 0 and goes away. (so, -3 at 1st-2nd, -2 at 3rd-4th, -1 at 5th-6th, 0 at 7th and higher) * - assuming a roll-high to-hit system here as it's most familiar to all. My experience with specialized archers is they go all Dex all the time, relying on hitting their target every shot (or close) and whittling them down a few hit points at a time, unless at point blank where damage goes up sharply. The tradeoff is their Strength is often not so good, which hammers their melee effectiveness a bit. I don't at all mind Dex to hit with a missile weapon; but IMO Dex should never affect damage (with any weapon; I don't like finesse either) and Strength should only affect damage if a) the missile is hand-thrown or b) special equipment (e.g. a strength-matched bow) is used. ======= Oh, and something else that occurs to me: to discourage multiclassing, some of these various class abilities (maybe the ones with the little three-star symbol?) should only be available to single-class characters. [/QUOTE]
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