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What does the mundane high level fighter look like? [+]
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<blockquote data-quote="Quickleaf" data-source="post: 9183158" data-attributes="member: 20323"><p>Ok, I'm always a bit nervous about sharing homebrew stuff that's actively being playtested, but here's the fighter hack I wrote and have been testing out. Attached as PDF because it's 9 pages.</p><p></p><p>I do think that the higher levels need some work, but you'll see some things that carry into higher levels - more Heroic Deeds, Improved Fighting Styles, replacing Indomitable, and adjust Extra Attack to make room for Legendary capstone. It's very much still in the 5e design paradigm...though I've been sorely tempted to break out of that.</p><p></p><p>I've excluded lots of more detailed/messy design notes (which I keep in a separate document), but if you have questions about design thinking or why I did something, chances are I can offer at least a halfway decent answer. Right now just playtesting low levels though.</p><p></p><p>Here were my goals:</p><p></p><p><strong>1. Non-combat Options: </strong>“Heroic Deeds” present class features focused on roleplay and exploration that embody your evolving story as you level.</p><p></p><p><strong>2. Speed Up Combat: </strong>“Deathbringer” offers an incentive for the player to consolidate multiple attacks into one, helping to speed up combat and encouraging dramatic finishing blows. “Weapon Expertise” offers a similar option to consolidate attacks for a special effect.</p><p></p><p><strong>3. Diversity of Play Styles: </strong>Players have different preferences for complexity level and play style with fighters. For example, a player desiring a simpler experience can ignore “Weapon Expertise” without losing any effectiveness, while a player desiring more complexity can find combos between “Weapon Expertise” and a Battle Master's maneuvers. “Iron Guard” allows for a variety of builds based on actions and reactions, not just Second Wind. “Warrior’s Multiattack” offers ways to emulate AD&D fighters and 4th edition defenders, alongside Action Surge.</p><p></p><p><strong>4. Differentiate the Fighter: </strong>With other martial classes receiving Fighting Style and Extra Attack, it's hard to see the fighter’s uniqueness. “Weapon Expertise” makes weapon choice interesting and impactful for fighters. “Mastered Fighting Style” helps to distinguishes a fighter’s Fighting Style from that of other martial classes.</p><p></p><p><strong>5. Fixes: </strong>There are gaps in the fighter’s progression at 2nd, 3rd, and 5th level compared to other martial classes, which my redesign addresses. (<em>EDIT: You'll notice I removed the two extra feats from the core fighter as well to make room for some of the new features)</em> Also, “Fortitude” replaces Indomitable (which is both inferior to monk’s Diamond Soul and feels hit-or-miss), mirroring the rogue’s Evasion feature.</p><p></p><p><strong>6. Better Capstone: </strong>The 20th level “Extra Attack” is moved to 17th level, emulating cantrip damage. In its place, 20th level “Legendary” gives the fighter off-turn actions like a legendary monster.</p><p></p><p><em>EDIT: And reminding whoever reads this one more time – this is a playtest for my table (e.g. there are homebrew skills mentioned hence I gave this fighter +1 starting skill just like I did for all character classes). I didn't write this for you or your table. I don't know your table. Please don't infer or imply that any of this is prescriptive for the game overall or for your table. You know your table. I do not.</em></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9183158, member: 20323"] Ok, I'm always a bit nervous about sharing homebrew stuff that's actively being playtested, but here's the fighter hack I wrote and have been testing out. Attached as PDF because it's 9 pages. I do think that the higher levels need some work, but you'll see some things that carry into higher levels - more Heroic Deeds, Improved Fighting Styles, replacing Indomitable, and adjust Extra Attack to make room for Legendary capstone. It's very much still in the 5e design paradigm...though I've been sorely tempted to break out of that. I've excluded lots of more detailed/messy design notes (which I keep in a separate document), but if you have questions about design thinking or why I did something, chances are I can offer at least a halfway decent answer. Right now just playtesting low levels though. Here were my goals: [B]1. Non-combat Options: [/B]“Heroic Deeds” present class features focused on roleplay and exploration that embody your evolving story as you level. [B]2. Speed Up Combat: [/B]“Deathbringer” offers an incentive for the player to consolidate multiple attacks into one, helping to speed up combat and encouraging dramatic finishing blows. “Weapon Expertise” offers a similar option to consolidate attacks for a special effect. [B]3. Diversity of Play Styles: [/B]Players have different preferences for complexity level and play style with fighters. For example, a player desiring a simpler experience can ignore “Weapon Expertise” without losing any effectiveness, while a player desiring more complexity can find combos between “Weapon Expertise” and a Battle Master's maneuvers. “Iron Guard” allows for a variety of builds based on actions and reactions, not just Second Wind. “Warrior’s Multiattack” offers ways to emulate AD&D fighters and 4th edition defenders, alongside Action Surge. [B]4. Differentiate the Fighter: [/B]With other martial classes receiving Fighting Style and Extra Attack, it's hard to see the fighter’s uniqueness. “Weapon Expertise” makes weapon choice interesting and impactful for fighters. “Mastered Fighting Style” helps to distinguishes a fighter’s Fighting Style from that of other martial classes. [B]5. Fixes: [/B]There are gaps in the fighter’s progression at 2nd, 3rd, and 5th level compared to other martial classes, which my redesign addresses. ([I]EDIT: You'll notice I removed the two extra feats from the core fighter as well to make room for some of the new features)[/I] Also, “Fortitude” replaces Indomitable (which is both inferior to monk’s Diamond Soul and feels hit-or-miss), mirroring the rogue’s Evasion feature. [B]6. Better Capstone: [/B]The 20th level “Extra Attack” is moved to 17th level, emulating cantrip damage. In its place, 20th level “Legendary” gives the fighter off-turn actions like a legendary monster. [I]EDIT: And reminding whoever reads this one more time – this is a playtest for my table (e.g. there are homebrew skills mentioned hence I gave this fighter +1 starting skill just like I did for all character classes). I didn't write this for you or your table. I don't know your table. Please don't infer or imply that any of this is prescriptive for the game overall or for your table. You know your table. I do not.[/I] [/QUOTE]
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