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[+]What does your "complex fighter" look like?
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<blockquote data-quote="Baron Opal II" data-source="post: 8763632" data-attributes="member: 6794067"><p>A cleave without end... that's top tier right there. To categorize it, I would consider it more preternatural than uncanny; there's definitely some qi going on there.</p><p></p><p>In my AD&D style game one of the things that I've adopted is that all fighters have cleave, parry and smite. So, extra attacks when you down opponents, channel attack bonus into AC or damage. I also have fighters gain half their level (rounded down) as a bonus to damage. Not only does their skill with weapons allow them to strike their opponents easier, but also to do more damage.</p><p></p><p>One of the consequences of this is that about 6th level they mow down reliably 1 HD creatures. Their minimum damage is at or above the average hit points. So they are taking out 5-6 of the opposing army reliably each round. By 9th level they are reliably taking out 3-4 4 HD creatures every two rounds.</p><p></p><p>I've been adapting the Battlemaster maneuvers and that seems to be going well-ish. I've dropped the superiority die, so they can perform the maneuvers pretty much at will. The main difference is that they can inflict standard damage or minimum damage with some effect. Sometimes an ability check for the target to resist. The fighter can sacrifice attack bonus, similar to parry and smite above, to give a penalty to their check to resist. Harder to hit, but harder to resist.</p><p></p><p>So far aggro, charge (-1 to attack for an extra 5 ft move), parry, and overrun (tide of iron-ish) have been the ones used. At the moment, I consider all of the maneuvers <em>mundane</em>, and I'm thinking about what <em>uncanny </em>and <em>preternatural</em> levels of them would look like.</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 8763632, member: 6794067"] A cleave without end... that's top tier right there. To categorize it, I would consider it more preternatural than uncanny; there's definitely some qi going on there. In my AD&D style game one of the things that I've adopted is that all fighters have cleave, parry and smite. So, extra attacks when you down opponents, channel attack bonus into AC or damage. I also have fighters gain half their level (rounded down) as a bonus to damage. Not only does their skill with weapons allow them to strike their opponents easier, but also to do more damage. One of the consequences of this is that about 6th level they mow down reliably 1 HD creatures. Their minimum damage is at or above the average hit points. So they are taking out 5-6 of the opposing army reliably each round. By 9th level they are reliably taking out 3-4 4 HD creatures every two rounds. I've been adapting the Battlemaster maneuvers and that seems to be going well-ish. I've dropped the superiority die, so they can perform the maneuvers pretty much at will. The main difference is that they can inflict standard damage or minimum damage with some effect. Sometimes an ability check for the target to resist. The fighter can sacrifice attack bonus, similar to parry and smite above, to give a penalty to their check to resist. Harder to hit, but harder to resist. So far aggro, charge (-1 to attack for an extra 5 ft move), parry, and overrun (tide of iron-ish) have been the ones used. At the moment, I consider all of the maneuvers [I]mundane[/I], and I'm thinking about what [I]uncanny [/I]and [I]preternatural[/I] levels of them would look like. [/QUOTE]
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[+]What does your "complex fighter" look like?
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