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General Tabletop Discussion
*Dungeons & Dragons
Weapon Masteries too Ubiquitous? New Fighter ability suggestion.
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<blockquote data-quote="Chaosmancer" data-source="post: 9061473" data-attributes="member: 6801228"><p>When I did my Fighter changes to give them some non-combat utility, I made this ability</p><p></p><p><em><strong><u>Practical Knowledge</u></strong>: When not honing your skill with a blade, or caring for your armor, you spend time with people. You listen to the fishmonger, the retired mercenary, the streetsweeper, the pickpocket, and you incorporate their knowledge and knacks into your own view of the world. Pick one of the following options, if one of these does not describe your character, you may work with your DM to craft a similar option by picking four skill checks (skills, tools, or initiative).</em></p><p><em></em></p><p><em> <u>Ambush Leader</u>: Stealth, acrobatics, Initiative, and Survival</em></p><p><em> <u>Commander</u>: Intimidation, Persuasion, Performance, Insight</em></p><p><em> <u>Tactical Officer</u>: History, Investigation, Insight, Perception</em></p><p><em> <u>Charlatan:</u> Sleight of Hand, Stealth, Deception, Disguise Kit</em></p><p><em> <u>Siege-Breaker</u>: Athletics, History, Intimidation, Land Vehicles</em></p><p><em></em></p><p><em>A number of times equal to your proficiency modifier per day, you may roll your proficiency die and add it to a check from your list, as you add the know-how you have gathered to your work. You may choose to use this ability after rolling, but before knowing the result.</em></p><p></p><p>Part of the conceptual/thematic point of this abilities design was to address the wide-variance of fighter types and offer a way to narrow it down. A tactical officer who pulls out maps and charts and plans assaults has different skills than a man who lived as a bandit in the forest hunting other people. </p><p></p><p>So, what if you go a similar route? Offer a suite of passive options that are roughly balanced. The fighter picks one after a short rest. So, you could go on <strong>High Alert</strong>, and everyone gets a bonus to initiative until the next short rest. Or you can <strong>Fight for the Cause </strong>and get a small bonus to saving throws (very small, like +1). And some of them could be more "active" like an ability that allows the fighter at the start of their turn to allow an ally to move half their speed without provoking opportunity attacks as a reaction. Since you only get one of these, they can be a little stronger, and they offer ways to flavor what sort of fighter you are.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9061473, member: 6801228"] When I did my Fighter changes to give them some non-combat utility, I made this ability [I][B][U]Practical Knowledge[/U][/B]: When not honing your skill with a blade, or caring for your armor, you spend time with people. You listen to the fishmonger, the retired mercenary, the streetsweeper, the pickpocket, and you incorporate their knowledge and knacks into your own view of the world. Pick one of the following options, if one of these does not describe your character, you may work with your DM to craft a similar option by picking four skill checks (skills, tools, or initiative). [U]Ambush Leader[/U]: Stealth, acrobatics, Initiative, and Survival [U]Commander[/U]: Intimidation, Persuasion, Performance, Insight [U]Tactical Officer[/U]: History, Investigation, Insight, Perception [U]Charlatan:[/U] Sleight of Hand, Stealth, Deception, Disguise Kit [U]Siege-Breaker[/U]: Athletics, History, Intimidation, Land Vehicles A number of times equal to your proficiency modifier per day, you may roll your proficiency die and add it to a check from your list, as you add the know-how you have gathered to your work. You may choose to use this ability after rolling, but before knowing the result.[/I] Part of the conceptual/thematic point of this abilities design was to address the wide-variance of fighter types and offer a way to narrow it down. A tactical officer who pulls out maps and charts and plans assaults has different skills than a man who lived as a bandit in the forest hunting other people. So, what if you go a similar route? Offer a suite of passive options that are roughly balanced. The fighter picks one after a short rest. So, you could go on [B]High Alert[/B], and everyone gets a bonus to initiative until the next short rest. Or you can [B]Fight for the Cause [/B]and get a small bonus to saving throws (very small, like +1). And some of them could be more "active" like an ability that allows the fighter at the start of their turn to allow an ally to move half their speed without provoking opportunity attacks as a reaction. Since you only get one of these, they can be a little stronger, and they offer ways to flavor what sort of fighter you are. [/QUOTE]
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Weapon Masteries too Ubiquitous? New Fighter ability suggestion.
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