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What does the fighter need...
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<blockquote data-quote="nothing to see here" data-source="post: 3380883" data-attributes="member: 16432"><p><strong>Wild Card Feats</strong></p><p></p><p>A quick fix that we used that does not require reinventing the wheel was to borrow the concept of 'Wild Card Feats' given to the Man-at-Arms Class (fighter variant) in Iron Heroes.</p><p></p><p>Rather than take the Man-at-ARms class whole cloth, we just gave the Fighter a wild-card feat slot at 5th (low) and 15th (high) level.</p><p></p><p>Wild Card feats are essentially open feat slots that can be assigned any Fighter at any point (providing the fightrer meets the prerequisites) of time -- and remain on that fighter's feat lists for the rest of the day. Starting the following day -- the slots are open again, and can be used for the same (or different feats).</p><p></p><p>Here are the advantages as I see it:</p><p></p><p>1: POWER UP: If you believe the figher as written is underpowered compared to several alternate classes (as I do) -- this class provides a nice, but not excessive little 'bump'</p><p></p><p>2: FIGHTER SPECIFIC: The ability to CHANGE your one or two of yourfeats day to day is a surprising powerful tool, that really helps fighers shine compared to other combat classes.</p><p></p><p>3: FLEXIBLE: Obviously one or two wild-card feats make the figher a more flexible combatant, which ads to the flavour of a combat specialist. </p><p></p><p>4: SIMPLICITY: The additon requires almost no bookkeeping to implement.</p><p></p><p>5: LOW AND HIGH LEVEL BOOST: The 5th level ability is just high enough to entrice PCs to do more than dip The 15th level second wild card provides a nice high level incentive.</p><p></p><p>6: USE OF MORE FEATS: With this variant we could actually use a lot more of those feats that would otherwise go to waste.</p><p></p><p>7: DEAD LEVELS: Providing this bonyus at 5 an 15 eliminates two of the 'dead' levels from play.</p><p></p><p>Worked for us!</p></blockquote><p></p>
[QUOTE="nothing to see here, post: 3380883, member: 16432"] [b]Wild Card Feats[/b] A quick fix that we used that does not require reinventing the wheel was to borrow the concept of 'Wild Card Feats' given to the Man-at-Arms Class (fighter variant) in Iron Heroes. Rather than take the Man-at-ARms class whole cloth, we just gave the Fighter a wild-card feat slot at 5th (low) and 15th (high) level. Wild Card feats are essentially open feat slots that can be assigned any Fighter at any point (providing the fightrer meets the prerequisites) of time -- and remain on that fighter's feat lists for the rest of the day. Starting the following day -- the slots are open again, and can be used for the same (or different feats). Here are the advantages as I see it: 1: POWER UP: If you believe the figher as written is underpowered compared to several alternate classes (as I do) -- this class provides a nice, but not excessive little 'bump' 2: FIGHTER SPECIFIC: The ability to CHANGE your one or two of yourfeats day to day is a surprising powerful tool, that really helps fighers shine compared to other combat classes. 3: FLEXIBLE: Obviously one or two wild-card feats make the figher a more flexible combatant, which ads to the flavour of a combat specialist. 4: SIMPLICITY: The additon requires almost no bookkeeping to implement. 5: LOW AND HIGH LEVEL BOOST: The 5th level ability is just high enough to entrice PCs to do more than dip The 15th level second wild card provides a nice high level incentive. 6: USE OF MORE FEATS: With this variant we could actually use a lot more of those feats that would otherwise go to waste. 7: DEAD LEVELS: Providing this bonyus at 5 an 15 eliminates two of the 'dead' levels from play. Worked for us! [/QUOTE]
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