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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="Cap'n Kobold" data-source="post: 8063521" data-attributes="member: 6802951"><p>OK practical suggestion time:</p><p><u>Assumptions:</u> </p><p>1) The fighter will have options to choose from as they level up. These will be picked from three pools: Combat, Non-combat, and Both. Each choice will be required to be from a set pool: You cannot pick a Combat option at the level where you get a non-combat option etc. (I feel that this is necessary so that players won't feel required to pick all combat boosts for their options.)</p><p>2) The fighter will have the option of spending a resource for the more amazing effects. The actual resource isn't important: Could be action surges, 2nd winds, Superiority dice. This is here for those abilities that people feel require a cost rather than just be freely usable. I'll just call them heroic surges for the moment.</p><p>3) Power levels are going to be all over the place. Don't worry about it for the moment. This is just for concepts - maths for balance can come later.</p><p></p><p>So - Suggestions: <em><strong>(Please feel free to add to these with your own.)</strong></em></p><p></p><p><u>Both combat and non-combat effects:</u></p><p></p><p>Mentor: Attract a couple of low-level adventurer henchmen to apprentice to you.</p><p></p><p>Gain a small unit of basic troops.</p><p></p><p>Shear or smash through physical objects with your weapon. Harder objects (stone doors/walls and up perhaps) require a Heroic Surge.</p><p></p><p>Gain an accurate idea of a creature's combat capability: preferred weapon or type of attack, attack bonus, and current hit points.</p><p></p><p>When taking a short rest, you may instead gain the benefits of a Long rest. You must take three long rests before you can use this ability again.</p><p></p><p></p><p><u>Non-combat (mostly) effects:</u></p><p></p><p>Good sport: When engaging in a physical contest, whether race, friendly spar, or drinking contest, you leave such a good impression that you have advantage on social ability checks on the people you competed against, even if you lost.</p><p></p><p>Fight insight: When examining the scene of a fight, (whether Investigation, Survival or Perception) you can establish not only the presence of combatants, but actually reenact the entire fight, gaining clues about the capabilities and combatants involved. If attacked by a ranged or melee effect from an unseen opponent, you can establish their location (5ft square).</p><p></p><p>Item improvisation: You carry such a variety of heavy, pointy or metal implements around that you are treated as having access to any thieves or artisan toolkit. You can kludge together a rough (no sell value) version of almost any mundane item that will last just as long as you need it to. Larger or complex items may require a minute or two and a tool-based ability check.</p><p></p><p>The Long March: You require twice as many levels of exhaustion to advance to the next level of effect. You can spend a heroic surge, without requiring an action, to ignore all current levels of exhaustion you are suffering from until the beginning of your next turn. You have advantage on any check that involves prolonged exertion, holding breath, or staying awake.</p><p></p><p>ATF: You have a climb and swim speed equal to your walking speed. Your speed is not reduced by difficult terrain.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 8063521, member: 6802951"] OK practical suggestion time: [U]Assumptions:[/U] 1) The fighter will have options to choose from as they level up. These will be picked from three pools: Combat, Non-combat, and Both. Each choice will be required to be from a set pool: You cannot pick a Combat option at the level where you get a non-combat option etc. (I feel that this is necessary so that players won't feel required to pick all combat boosts for their options.) 2) The fighter will have the option of spending a resource for the more amazing effects. The actual resource isn't important: Could be action surges, 2nd winds, Superiority dice. This is here for those abilities that people feel require a cost rather than just be freely usable. I'll just call them heroic surges for the moment. 3) Power levels are going to be all over the place. Don't worry about it for the moment. This is just for concepts - maths for balance can come later. So - Suggestions: [I][B](Please feel free to add to these with your own.)[/B][/I] [U]Both combat and non-combat effects:[/U] Mentor: Attract a couple of low-level adventurer henchmen to apprentice to you. Gain a small unit of basic troops. Shear or smash through physical objects with your weapon. Harder objects (stone doors/walls and up perhaps) require a Heroic Surge. Gain an accurate idea of a creature's combat capability: preferred weapon or type of attack, attack bonus, and current hit points. When taking a short rest, you may instead gain the benefits of a Long rest. You must take three long rests before you can use this ability again. [U]Non-combat (mostly) effects:[/U] Good sport: When engaging in a physical contest, whether race, friendly spar, or drinking contest, you leave such a good impression that you have advantage on social ability checks on the people you competed against, even if you lost. Fight insight: When examining the scene of a fight, (whether Investigation, Survival or Perception) you can establish not only the presence of combatants, but actually reenact the entire fight, gaining clues about the capabilities and combatants involved. If attacked by a ranged or melee effect from an unseen opponent, you can establish their location (5ft square). Item improvisation: You carry such a variety of heavy, pointy or metal implements around that you are treated as having access to any thieves or artisan toolkit. You can kludge together a rough (no sell value) version of almost any mundane item that will last just as long as you need it to. Larger or complex items may require a minute or two and a tool-based ability check. The Long March: You require twice as many levels of exhaustion to advance to the next level of effect. You can spend a heroic surge, without requiring an action, to ignore all current levels of exhaustion you are suffering from until the beginning of your next turn. You have advantage on any check that involves prolonged exertion, holding breath, or staying awake. ATF: You have a climb and swim speed equal to your walking speed. Your speed is not reduced by difficult terrain. [/QUOTE]
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What is the vision of the high level fighter?
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