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What does the mundane high level fighter look like? [+]
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<blockquote data-quote="Quickleaf" data-source="post: 9178323" data-attributes="member: 20323"><p>Some quick thoughts if this is going to become a design project...</p><p></p><p><strong>Presence/Fear: </strong>This was in the OD&D fighter. EDIT: I wrote about this in my old notes, but can't find the line in the OD&D pdfs (they're terribly organized ofc).</p><p></p><p><strong>Auto-Kill Mooks: </strong>The AD&D idea can be roughly equated to the maths of Action Surge. I've got those numbers somewhere from my own tinkering.</p><p></p><p><strong>Damage and Armor: </strong>There's a game called <em>Sharp Swords and Sinister Spells</em> in which armor downgrades the damage die you take (e.g. d8 longsword might only deal d6 vs. leather or d4 vs chain), so that might be a source of design inspiration. Could easily go in other direction, i.e. in fighter's hands or when fighter uses ability X or when fighter is in situation Y, d8 longsword deals d10 damage.</p><p></p><p><strong>Parry: </strong>AD&D fighter kits, IIRC, had a parry system where you rolled to meet or beat attacker's attack roll. Something like that where if you succeed, then you parry it all, and expend resource Z. But if you don't succeed, then no resource Z expended. That might be a more moderate gamist implementation instead of auto-parry, depending on design goals.</p><p></p><p>EDIT: There's also a life expectancy issue with Parry in 5e where higher level monsters more often rely on Multiattack, so you start getting less mileage from Parrying one attack, when the monster has 3 or 4 attacks going on. For example, one solution might be a feature where if you successfully Parry then any subsequent attacks from that enemy that turn have disadvantage against you.</p><p></p><p><strong>Athleticism: </strong>One thing to consider is how the revised ranger stuff seems to be leaning towards the ranger as the Climb/Swim guy. And monk is already the Fast Movement guy. So defining the fighter's version of athleticism as distinct from these is part of the design challenge (if you care about it being distinct).</p><p></p><p><strong>Magic Items: </strong>The thing I've seen players on ENWorld mention frequently is fighters with "weapons of power" that grow with them... So it's less "more attunement slots" and more "do more with the attuned weapon I have than others can do." IIRC.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9178323, member: 20323"] Some quick thoughts if this is going to become a design project... [B]Presence/Fear: [/B]This was in the OD&D fighter. EDIT: I wrote about this in my old notes, but can't find the line in the OD&D pdfs (they're terribly organized ofc). [B]Auto-Kill Mooks: [/B]The AD&D idea can be roughly equated to the maths of Action Surge. I've got those numbers somewhere from my own tinkering. [B]Damage and Armor: [/B]There's a game called [I]Sharp Swords and Sinister Spells[/I] in which armor downgrades the damage die you take (e.g. d8 longsword might only deal d6 vs. leather or d4 vs chain), so that might be a source of design inspiration. Could easily go in other direction, i.e. in fighter's hands or when fighter uses ability X or when fighter is in situation Y, d8 longsword deals d10 damage. [B]Parry: [/B]AD&D fighter kits, IIRC, had a parry system where you rolled to meet or beat attacker's attack roll. Something like that where if you succeed, then you parry it all, and expend resource Z. But if you don't succeed, then no resource Z expended. That might be a more moderate gamist implementation instead of auto-parry, depending on design goals. EDIT: There's also a life expectancy issue with Parry in 5e where higher level monsters more often rely on Multiattack, so you start getting less mileage from Parrying one attack, when the monster has 3 or 4 attacks going on. For example, one solution might be a feature where if you successfully Parry then any subsequent attacks from that enemy that turn have disadvantage against you. [B]Athleticism: [/B]One thing to consider is how the revised ranger stuff seems to be leaning towards the ranger as the Climb/Swim guy. And monk is already the Fast Movement guy. So defining the fighter's version of athleticism as distinct from these is part of the design challenge (if you care about it being distinct). [B]Magic Items: [/B]The thing I've seen players on ENWorld mention frequently is fighters with "weapons of power" that grow with them... So it's less "more attunement slots" and more "do more with the attuned weapon I have than others can do." IIRC. [/QUOTE]
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