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[+]What does your "complex fighter" look like?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8755074" data-attributes="member: 6790260"><p>Well, it's hard to go wrong with just looking at what the 4e Fighter did...so let's do that.</p><p></p><p>I see Fighters as needing a core identity to start off. No need for restrictive, but it needs more. 4e said, "the Fighter is a stalwart warrior who is almost as good at dishing out pain as she is at taking it." Some vague notions of that exist in the current Fighter (Second Wind and the rather weak Indomitable), but they could be improved.</p><p></p><p>Reintroduce the marking mechanic. Leverage 13A-style range bands if needed to bridge the gap between TotM and grid.</p><p>Let the Fighter make as many OAs as their Proficiency Bonus. Minor feature, but great for punishing enemies.</p><p>Make maneuvers that you need higher level to access. Frankly, just run through the list of the best Fighter powers in 4e and implement as many as you can as maneuvers.</p><p>Perhaps add a resource like "Grit": gained from taking damage and failing saves perhaps, which then empowers their next Attack action.</p><p>Make weapon specialization matter more. That's a classic D&D mechanic and one that can be unique to Fighters. As part of that, bring back the more interesting weapon properties and design of 4e. This is an area where I honestly don't understand why WotC reinvented the wheel, 4e had really good and honestly really straightforward weapons.</p><p></p><p>On the non-combat side, give the Fighter ways to contribute to social/exploration challenges that are unique to them and thematically appropriate. Perhaps something like...whatever the thing Level Up did, the name escapes me, Knacks or something like that.</p><p></p><p>Give the Fighter another 1-2 free feats EARLY, like 3rd and 5th level, that have to actually be <em>feats,</em> they can't be ASIs (but can be "half" feats.) Make Feats a "complex Fighter only" mechanic in games where Feats are normally not allowed. (Imagine if that's how the default game worked! I would be pissed at the lack of flexibility overall, but at least you couldn't say that Fighters had no unique, interesting, and powerful mechanics.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8755074, member: 6790260"] Well, it's hard to go wrong with just looking at what the 4e Fighter did...so let's do that. I see Fighters as needing a core identity to start off. No need for restrictive, but it needs more. 4e said, "the Fighter is a stalwart warrior who is almost as good at dishing out pain as she is at taking it." Some vague notions of that exist in the current Fighter (Second Wind and the rather weak Indomitable), but they could be improved. Reintroduce the marking mechanic. Leverage 13A-style range bands if needed to bridge the gap between TotM and grid. Let the Fighter make as many OAs as their Proficiency Bonus. Minor feature, but great for punishing enemies. Make maneuvers that you need higher level to access. Frankly, just run through the list of the best Fighter powers in 4e and implement as many as you can as maneuvers. Perhaps add a resource like "Grit": gained from taking damage and failing saves perhaps, which then empowers their next Attack action. Make weapon specialization matter more. That's a classic D&D mechanic and one that can be unique to Fighters. As part of that, bring back the more interesting weapon properties and design of 4e. This is an area where I honestly don't understand why WotC reinvented the wheel, 4e had really good and honestly really straightforward weapons. On the non-combat side, give the Fighter ways to contribute to social/exploration challenges that are unique to them and thematically appropriate. Perhaps something like...whatever the thing Level Up did, the name escapes me, Knacks or something like that. Give the Fighter another 1-2 free feats EARLY, like 3rd and 5th level, that have to actually be [I]feats,[/I] they can't be ASIs (but can be "half" feats.) Make Feats a "complex Fighter only" mechanic in games where Feats are normally not allowed. (Imagine if that's how the default game worked! I would be pissed at the lack of flexibility overall, but at least you couldn't say that Fighters had no unique, interesting, and powerful mechanics.) [/QUOTE]
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[+]What does your "complex fighter" look like?
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