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Vote Up a 5e-Alike: Fighter Draft 2, plus Archetypes (and a poll)
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<blockquote data-quote="CreamCloud0" data-source="post: 9194497" data-attributes="member: 7034710"><p>[USER=6915329]@Faolyn[/USER] there's so much here, might need to filter my thoughts through several posts as they come to me,</p><p></p><p>the initial fighter class doesn't seem to of been touched to my eyes so any thoughts i had about that remain the same, there are more maneuvres which are just way too many, i thought the original list was pushing it, quite a few could probably just be class features for some classes/subclasses</p><p></p><p>these archetypes seem to of been designed as part of the fighter class rather than universally applicable subclasses, like the mentions of superiority dice throughout without mention what would happen if you don't have any from your base class and the lack of any specific prerequisites to take the class (archer, prerequsite: you need to be proficient in at least two different kinds of ranged weapons; bow, crossbow, sling, thrown weapon)</p><p></p><p>as previously mentioned i probably would've made a generic 'magic' subclass that could be applied to a divine arcane or primal spell list, though i think the paladin archetype would be one that can stand on it's own and there could be a 'divine magic fighter' that works separately in which case i would probably remove the cantrips maybe,</p><p>the oath feature seems like exclusively a negative feature in it's implementation there's no reason this couldn't just be a line of fluff in the description without the worry of loosing abilites which has far since lost it's need to exist as a shackle for the overpowered paladin in earlier editions</p><p></p><p>the rager i would rename beserker, rager just sounds...wrong to me</p><p>unending rage ends at the end of battle rather than 'never ends' that's just looking for exploitation, but maybe you can add something that says if you spend less than half the initial minute of rage before it ends the use isn't consumed</p><p></p><p>would add a 'if you are already proficient gain expertise' clause on all the level 2 skills</p><p></p><p>yeah i can see the ranger as a rogue subclass, halfway between 'wilderness rogue' and 'martial druid'</p><p></p><p>base classes i could see fighter(power), rogue(skill), monk(speed), druid(primal), sorcerer(arcane), cleric(divine) and warlock(alt mechanics caster/floating magic power source)</p><p></p><p>standardised saves, no, at least, not the part about 'higher level abilities naturally have more difficult saves', just, use the ability score of the person to determine the difficulty</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 9194497, member: 7034710"] [USER=6915329]@Faolyn[/USER] there's so much here, might need to filter my thoughts through several posts as they come to me, the initial fighter class doesn't seem to of been touched to my eyes so any thoughts i had about that remain the same, there are more maneuvres which are just way too many, i thought the original list was pushing it, quite a few could probably just be class features for some classes/subclasses these archetypes seem to of been designed as part of the fighter class rather than universally applicable subclasses, like the mentions of superiority dice throughout without mention what would happen if you don't have any from your base class and the lack of any specific prerequisites to take the class (archer, prerequsite: you need to be proficient in at least two different kinds of ranged weapons; bow, crossbow, sling, thrown weapon) as previously mentioned i probably would've made a generic 'magic' subclass that could be applied to a divine arcane or primal spell list, though i think the paladin archetype would be one that can stand on it's own and there could be a 'divine magic fighter' that works separately in which case i would probably remove the cantrips maybe, the oath feature seems like exclusively a negative feature in it's implementation there's no reason this couldn't just be a line of fluff in the description without the worry of loosing abilites which has far since lost it's need to exist as a shackle for the overpowered paladin in earlier editions the rager i would rename beserker, rager just sounds...wrong to me unending rage ends at the end of battle rather than 'never ends' that's just looking for exploitation, but maybe you can add something that says if you spend less than half the initial minute of rage before it ends the use isn't consumed would add a 'if you are already proficient gain expertise' clause on all the level 2 skills yeah i can see the ranger as a rogue subclass, halfway between 'wilderness rogue' and 'martial druid' base classes i could see fighter(power), rogue(skill), monk(speed), druid(primal), sorcerer(arcane), cleric(divine) and warlock(alt mechanics caster/floating magic power source) standardised saves, no, at least, not the part about 'higher level abilities naturally have more difficult saves', just, use the ability score of the person to determine the difficulty [/QUOTE]
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