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Warlording the fighter
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<blockquote data-quote="EzekielRaiden" data-source="post: 6660670" data-attributes="member: 6790260"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=59506" target="_blank">El Mahdi</a></u></strong></em>, do you ever play Dungeon World or Fate Core? I bought a supplement (to hopefully play once my DW group wraps up our in-the-home-stretch campaign) called <em>Grim World</em>, which has some interesting features to it. The big reason I bought it was because it included a class, perhaps-unfortunately called the <em>Battlemaster</em>, though it didn't hurt that it also had an "I can't believe it's not Dragonborn" race. It might not be everything you want, but it seems like a fun place to start or to grab mechanics/ideas from.</p><p></p><p>The first core mechanic around which the Grim World Battlemaster spins is "Gambit." Each time you or one of your party members* takes damage from an outside source (not necessarily in a fight), "it was all part of the plan," and you get +1 Gambit. Normally, once things have cooled off, your Gambit is reset to 0, so it has to be "built up" over the course of a fight, reflecting the "putting together a plan" nature. There are various, powerful ways to expend Gambit, such as granting an ally a free hit or handing out a +1 to a roll (a VERY big deal in a game with such limited bonuses)--though some of these are things you have to pick up after levelling up (such as the free attack for an ally). Various level-up options help you gain (or retain) Gambit and spend it in new or interesting ways, and some of both types are "high risk, high reward" type choices. </p><p></p><p>The second core mechanic, which is more personal as opposed to the both-self-and-other nature of Gambit, is Tactics, which are essentially stances that provide various battle effects. One lets you do damage even when you "miss," another replaces normal attacks (properly "Hack and Slash") with counterattacks, which essentially let you "defend" and, if you get a major success (10+ on 2d6 + Dex, or Str with one of the level-up moves) you get a free hit in as well. Tactics can be changed in battle, though you take a risk to do it (that is, you have to roll). Many of their effects are very potent, IF you can leverage them well, which fits perfectly with the class's conception--most of its moves depend on Intelligence, and many of its level-up moves let you replace the stat normally used for an action with Int (for example, one lets you take the "Defend" move--which is for protecting other people or things, not yourself--with Int instead of the normal Con).</p><p></p><p>Finally, it has two purely non-combat starting features (as most DW classes do): one gives a bonus to "Spout Lore" (essentially Knowledge) checks regarding "combat topics" such as politics, warfare, military history, fighting styles, etc. and the other is just so flavorful I have to quote it (fortunately, it's available in the Free Preview, so I'm not stealing anything you couldn't find yourself):</p><p></p><p>Battle of Wits</p><p>You always know in which goblet resides the poison. <strong>When an enemy is watching you and there's a difficult choice to make</strong>, the GM will tell you what the enemy expects you to do.</p><p></p><p>Emphasis in original, as with most DW moves. And, as with most things, the DM is in fact required to state this truthfully (though just because you know what they <em>expect</em> doesn't mean you know the <em>right</em> answer!)</p><p></p><p>Probably the only thing it lacks is any form of "real" healing, but healing is much rarer and more difficult in DW than it is in any version of D&D.</p><p></p><p>Also, here's the pic of the "Drakarn" (essentially their uniquely-fluffed version of Dragonborn) Battlemaster:</p><p>[sblock][ATTACH]69176[/ATTACH][/sblock]</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6660670, member: 6790260"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=59506"]El Mahdi[/URL][/U][/B][/I], do you ever play Dungeon World or Fate Core? I bought a supplement (to hopefully play once my DW group wraps up our in-the-home-stretch campaign) called [I]Grim World[/I], which has some interesting features to it. The big reason I bought it was because it included a class, perhaps-unfortunately called the [I]Battlemaster[/I], though it didn't hurt that it also had an "I can't believe it's not Dragonborn" race. It might not be everything you want, but it seems like a fun place to start or to grab mechanics/ideas from. The first core mechanic around which the Grim World Battlemaster spins is "Gambit." Each time you or one of your party members* takes damage from an outside source (not necessarily in a fight), "it was all part of the plan," and you get +1 Gambit. Normally, once things have cooled off, your Gambit is reset to 0, so it has to be "built up" over the course of a fight, reflecting the "putting together a plan" nature. There are various, powerful ways to expend Gambit, such as granting an ally a free hit or handing out a +1 to a roll (a VERY big deal in a game with such limited bonuses)--though some of these are things you have to pick up after levelling up (such as the free attack for an ally). Various level-up options help you gain (or retain) Gambit and spend it in new or interesting ways, and some of both types are "high risk, high reward" type choices. The second core mechanic, which is more personal as opposed to the both-self-and-other nature of Gambit, is Tactics, which are essentially stances that provide various battle effects. One lets you do damage even when you "miss," another replaces normal attacks (properly "Hack and Slash") with counterattacks, which essentially let you "defend" and, if you get a major success (10+ on 2d6 + Dex, or Str with one of the level-up moves) you get a free hit in as well. Tactics can be changed in battle, though you take a risk to do it (that is, you have to roll). Many of their effects are very potent, IF you can leverage them well, which fits perfectly with the class's conception--most of its moves depend on Intelligence, and many of its level-up moves let you replace the stat normally used for an action with Int (for example, one lets you take the "Defend" move--which is for protecting other people or things, not yourself--with Int instead of the normal Con). Finally, it has two purely non-combat starting features (as most DW classes do): one gives a bonus to "Spout Lore" (essentially Knowledge) checks regarding "combat topics" such as politics, warfare, military history, fighting styles, etc. and the other is just so flavorful I have to quote it (fortunately, it's available in the Free Preview, so I'm not stealing anything you couldn't find yourself): Battle of Wits You always know in which goblet resides the poison. [B]When an enemy is watching you and there's a difficult choice to make[/B], the GM will tell you what the enemy expects you to do. Emphasis in original, as with most DW moves. And, as with most things, the DM is in fact required to state this truthfully (though just because you know what they [I]expect[/I] doesn't mean you know the [I]right[/I] answer!) Probably the only thing it lacks is any form of "real" healing, but healing is much rarer and more difficult in DW than it is in any version of D&D. Also, here's the pic of the "Drakarn" (essentially their uniquely-fluffed version of Dragonborn) Battlemaster: [sblock][ATTACH=CONFIG]69176._xfImport[/ATTACH][/sblock] [/QUOTE]
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