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Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What is the vision of the high level fighter?
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<blockquote data-quote="Flamestrike" data-source="post: 8062888" data-attributes="member: 6788736"><p>Yet all I ever see on here is threads arguing for houserules that nerf the fighter.</p><p></p><p>Critical fumbles, instant death from falling/ assassins, man-in-the-gym arguments, nerfing SS/ GWM/ PAM, etc etc.</p><p></p><p>There is no need to buff the Fighter. In games where the Fighter is 'weak' it's invariably due to the 5MWD being in effect.</p><p></p><p>My issue with the Fighter is his options are mostly 'I attack (rolls dice)'. It's boring and repetitive. I'd personally like to see a manoeuvre system (like ToB or SWSE Force powers) in play, with ALL classes gaining those manoeuvres (called spells in the case of casters).</p><p></p><p>Similar to 4E, but without Dailies (or having Dailies be more like at will Ritual effects that take time and are used out of combat). Everyone has either at-will powers/ manouvers/ spells (cantrips etc) and 'per encounter' manouvers. That way you also remove the 5MWD entirely, and can balance encounters soley around encounters (and not in the context of the 6-8 encounter/ 2 short rest AD).</p><p></p><p>A Wizard 5 would have (for example) 3 or so 'at -will' cantrips, and 3 'per encounter' spells (one 1st, one 2nd and one 3rd level) plus 'at will' Utility effects (ritual spells) that can be used at will (but take time, or have some other pre-condition attached like costly components, or a cooldown etc).</p><p></p><p>A Fighter 5 would have (for example) 3 or so 'at will' basic manoeuvres, 3 'per-encounter' manoeuvres (one 1st, one 2nd and one 3rd level) plus 'at will' Utility effects (Stunts?) that can be used at will (but take time, or have some other pre-condition attached like costly or rare components, or a cooldown etc).</p><p></p><p>Maybe you could even 'upcast' manouvers like how spells are done. A Fighter could activate 'Rapid Strike' and elect to spam it out his 3rd level 'slot' to make 3 attacks, instead of 2 (for a 2nd level slot) for example.</p><p></p><p>At the end of every encounter, there is a 'refresh' or second wing/ re-org where powers/ slots return, and HP of all combatants that were not reduced to 0, refresh to 50 percent.</p><p></p><p>Encounters can then be balanced within the context of the encounter itself, rather than in the context of the adventuring day.</p><p></p><p>Basically ToB for <strong>everyone </strong>with martial schools (steel wind, unarmed combat, zweihander, archery etc) granting manouvers of levels 1-9 and spell schools (evocation, abjuration etc) granting spells of levels 1-9. Everyone gets slots based off level (plus at will cantrips/ basic manouvers, and related utility effects/ stances) that refresh per encounter (based of character level and not class level), and can be used to spam manouvers or spells, and can be used to upcast.</p><p></p><p>If you want a Fighter that's more of a Warlord, take those Warlord manouvers (spells). If you want one that smashes things hard, take manoeuvres from Zweihander. High level manouvers from those 'schools' are epic (and are easily balanced against spells of that same level).</p><p></p><p>Once that's set up, include a method for recovery/ in encounter refresh (on a natural 20? When you spend inspiration? Take a level of exhaustion? Spend an 'action point'? Use an action to refresh a power? Something like that) and you're largely done.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8062888, member: 6788736"] Yet all I ever see on here is threads arguing for houserules that nerf the fighter. Critical fumbles, instant death from falling/ assassins, man-in-the-gym arguments, nerfing SS/ GWM/ PAM, etc etc. There is no need to buff the Fighter. In games where the Fighter is 'weak' it's invariably due to the 5MWD being in effect. My issue with the Fighter is his options are mostly 'I attack (rolls dice)'. It's boring and repetitive. I'd personally like to see a manoeuvre system (like ToB or SWSE Force powers) in play, with ALL classes gaining those manoeuvres (called spells in the case of casters). Similar to 4E, but without Dailies (or having Dailies be more like at will Ritual effects that take time and are used out of combat). Everyone has either at-will powers/ manouvers/ spells (cantrips etc) and 'per encounter' manouvers. That way you also remove the 5MWD entirely, and can balance encounters soley around encounters (and not in the context of the 6-8 encounter/ 2 short rest AD). A Wizard 5 would have (for example) 3 or so 'at -will' cantrips, and 3 'per encounter' spells (one 1st, one 2nd and one 3rd level) plus 'at will' Utility effects (ritual spells) that can be used at will (but take time, or have some other pre-condition attached like costly components, or a cooldown etc). A Fighter 5 would have (for example) 3 or so 'at will' basic manoeuvres, 3 'per-encounter' manoeuvres (one 1st, one 2nd and one 3rd level) plus 'at will' Utility effects (Stunts?) that can be used at will (but take time, or have some other pre-condition attached like costly or rare components, or a cooldown etc). Maybe you could even 'upcast' manouvers like how spells are done. A Fighter could activate 'Rapid Strike' and elect to spam it out his 3rd level 'slot' to make 3 attacks, instead of 2 (for a 2nd level slot) for example. At the end of every encounter, there is a 'refresh' or second wing/ re-org where powers/ slots return, and HP of all combatants that were not reduced to 0, refresh to 50 percent. Encounters can then be balanced within the context of the encounter itself, rather than in the context of the adventuring day. Basically ToB for [B]everyone [/B]with martial schools (steel wind, unarmed combat, zweihander, archery etc) granting manouvers of levels 1-9 and spell schools (evocation, abjuration etc) granting spells of levels 1-9. Everyone gets slots based off level (plus at will cantrips/ basic manouvers, and related utility effects/ stances) that refresh per encounter (based of character level and not class level), and can be used to spam manouvers or spells, and can be used to upcast. If you want a Fighter that's more of a Warlord, take those Warlord manouvers (spells). If you want one that smashes things hard, take manoeuvres from Zweihander. High level manouvers from those 'schools' are epic (and are easily balanced against spells of that same level). Once that's set up, include a method for recovery/ in encounter refresh (on a natural 20? When you spend inspiration? Take a level of exhaustion? Spend an 'action point'? Use an action to refresh a power? Something like that) and you're largely done. [/QUOTE]
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What is the vision of the high level fighter?
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