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General Tabletop Discussion
*Dungeons & Dragons
What martial options would make those characters feel equal to casters?
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<blockquote data-quote="Stormonu" data-source="post: 8280407" data-attributes="member: 52734"><p>As a target, I would put Olympic levels of skill uses at about 6th level. Something like Beowulf swimming the English channel at about 10th. Herculean feats around 15th. That's the sort of things I think we should be shooting for.</p><p></p><p>So, some ideas:</p><p></p><p>BASE ABILITIES</p><p>Combat: Trip, Disarm, Grapple - damage + effect as encounter/short/long rest rechargable</p><p>Skills: Add d4 to skill checks per short/long rest, Cause fear via intimidation</p><p>Other: Boost single saves as short/long rest mechanic</p><p></p><p>5TH LEVEL ABILITIES</p><p>Combat: Whirlwind attack, Massive attack, stunning attack, reaction abilities, "sticky", Damage reduction</p><p>Skills: Add d6 to skill checks per short/long rest, convince opponents at 1/2 hp or less to surrender via intimidation</p><p>Other: squire or other NPCs to help</p><p></p><p>9TH LEVEL ABILITIES</p><p>Combat: controlled Critical hits, magicial equivilant hits</p><p>Skills: Add d8 to skill checks per short/long rest, "impossible" stunts (wrestling dragons, punching down stone walls, etc.)</p><p>Other: followers and stronghold</p><p></p><p>13TH LEVEL ABILITIES</p><p>Combat: Area effect attacks, weak point strikes (double critical?)</p><p>Skills: Add d10 to skill checks per short/long rest, supernatural use of skills ("it just works", leaping up to hit a flying dragon, diverting rivers with a dagger, etc.)</p><p>Other: mythic deeds (tracking a BBEG back to his lair by scent, taming Cerebrus without a fight, etc.)</p><p></p><p>And so on. All of this may mean converting spells into martial abilities, but as long as they can be explained sideways as mundane, it should work. The higher the level (definately past 11th), the more supernatural/superheroic in nature the abilities should be, though they should never be flashy in a way like a fireball. The fighter <em>is</em> using magic at these high levels, but channelling it through the use of their body and endurance. In a way, where the wizard will the world to conform to his wishes, the fighter arm-wrestles it into submission.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8280407, member: 52734"] As a target, I would put Olympic levels of skill uses at about 6th level. Something like Beowulf swimming the English channel at about 10th. Herculean feats around 15th. That's the sort of things I think we should be shooting for. So, some ideas: BASE ABILITIES Combat: Trip, Disarm, Grapple - damage + effect as encounter/short/long rest rechargable Skills: Add d4 to skill checks per short/long rest, Cause fear via intimidation Other: Boost single saves as short/long rest mechanic 5TH LEVEL ABILITIES Combat: Whirlwind attack, Massive attack, stunning attack, reaction abilities, "sticky", Damage reduction Skills: Add d6 to skill checks per short/long rest, convince opponents at 1/2 hp or less to surrender via intimidation Other: squire or other NPCs to help 9TH LEVEL ABILITIES Combat: controlled Critical hits, magicial equivilant hits Skills: Add d8 to skill checks per short/long rest, "impossible" stunts (wrestling dragons, punching down stone walls, etc.) Other: followers and stronghold 13TH LEVEL ABILITIES Combat: Area effect attacks, weak point strikes (double critical?) Skills: Add d10 to skill checks per short/long rest, supernatural use of skills ("it just works", leaping up to hit a flying dragon, diverting rivers with a dagger, etc.) Other: mythic deeds (tracking a BBEG back to his lair by scent, taming Cerebrus without a fight, etc.) And so on. All of this may mean converting spells into martial abilities, but as long as they can be explained sideways as mundane, it should work. The higher the level (definately past 11th), the more supernatural/superheroic in nature the abilities should be, though they should never be flashy in a way like a fireball. The fighter [i]is[/i] using magic at these high levels, but channelling it through the use of their body and endurance. In a way, where the wizard will the world to conform to his wishes, the fighter arm-wrestles it into submission. [/QUOTE]
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What martial options would make those characters feel equal to casters?
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