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General Tabletop Discussion
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What martial options would make those characters feel equal to casters?
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<blockquote data-quote="Quickleaf" data-source="post: 8280453" data-attributes="member: 20323"><p>A couple things I've played with to fill in the void left by the removal of strongholds/followers from the fighter...</p><ul> <li data-xf-list-type="ul">Ability to carry extra gear & Additional magic item attunement slots. (this was a popular one)</li> <li data-xf-list-type="ul">"Freehold network" of fast travel points. </li> <li data-xf-list-type="ul">Creating / sharing a hit point pool with trusted companions.</li> <li data-xf-list-type="ul">Experience point % bonus. (doesn't work for modern D&D which values everyone at same level & seems to be leaning more toward milestone leveling)</li> <li data-xf-list-type="ul">Gaining qualities of a Legendary creature, like certain Legendary Actions & Legendary Resistances. (only tested the Legendary Resistances part, and that was favored over Indomitable; imagine Legendary Actions would be reserved as capstone).</li> <li data-xf-list-type="ul">Choose a 2nd Background. (I've found how much background features come into play really depends on how mindful players & DM are about remembering)</li> <li data-xf-list-type="ul">Additional "floating" reaction for the player to use as desired.</li> <li data-xf-list-type="ul">Luring enemies in close via a compulsion effect, e.g. so you can then grab onto a flying enemy. (this requires a lot of DM adjudication to work smoothly)</li> <li data-xf-list-type="ul">Called Shots. (exclusivity to one class was problematic for players I tested with)</li> <li data-xf-list-type="ul">Reimplementing a version of 1e gaining # attacks = level against 1 Hit Die enemies.</li> <li data-xf-list-type="ul">Forestalling a condition/effect for a round or a few rounds, buying you time before it takes effect.</li> <li data-xf-list-type="ul">Titles like "Friend of the Giant Eagles" with specific benefits like "once per month, while you can see open sky during a long rest you can summon a flock of giant eagles to transport you and up to 8 companions anywhere within 500 miles." (this was a trainwreck to playtest mostly because it required far more extensive playtesting than my play group had time to tackle)</li> <li data-xf-list-type="ul">Collectable allies as a class feature, allowing you to call in the favor as a Call to Arms when your allies are on hand to make a big attack.</li> <li data-xf-list-type="ul">Bestowable boon turning a commoner NPC into a somewhat effective combatant & granting them immunity to death from damage during a battle in a "heroic mentorship" moment. </li> <li data-xf-list-type="ul">Can declare a Parlay, gaining advantage on certain Charisma checks, and if the NPC/monster they're parlaying with tries to break parlay violently, gain a reaction you can use before they act. (this was also a popular one) </li> <li data-xf-list-type="ul">Epic destinies that kick in at high level. (this one I haven't tried in 5e yet) </li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 8280453, member: 20323"] A couple things I've played with to fill in the void left by the removal of strongholds/followers from the fighter... [LIST] [*]Ability to carry extra gear & Additional magic item attunement slots. (this was a popular one) [*]"Freehold network" of fast travel points. [*]Creating / sharing a hit point pool with trusted companions. [*]Experience point % bonus. (doesn't work for modern D&D which values everyone at same level & seems to be leaning more toward milestone leveling) [*]Gaining qualities of a Legendary creature, like certain Legendary Actions & Legendary Resistances. (only tested the Legendary Resistances part, and that was favored over Indomitable; imagine Legendary Actions would be reserved as capstone). [*]Choose a 2nd Background. (I've found how much background features come into play really depends on how mindful players & DM are about remembering) [*]Additional "floating" reaction for the player to use as desired. [*]Luring enemies in close via a compulsion effect, e.g. so you can then grab onto a flying enemy. (this requires a lot of DM adjudication to work smoothly) [*]Called Shots. (exclusivity to one class was problematic for players I tested with) [*]Reimplementing a version of 1e gaining # attacks = level against 1 Hit Die enemies. [*]Forestalling a condition/effect for a round or a few rounds, buying you time before it takes effect. [*]Titles like "Friend of the Giant Eagles" with specific benefits like "once per month, while you can see open sky during a long rest you can summon a flock of giant eagles to transport you and up to 8 companions anywhere within 500 miles." (this was a trainwreck to playtest mostly because it required far more extensive playtesting than my play group had time to tackle) [*]Collectable allies as a class feature, allowing you to call in the favor as a Call to Arms when your allies are on hand to make a big attack. [*]Bestowable boon turning a commoner NPC into a somewhat effective combatant & granting them immunity to death from damage during a battle in a "heroic mentorship" moment. [*]Can declare a Parlay, gaining advantage on certain Charisma checks, and if the NPC/monster they're parlaying with tries to break parlay violently, gain a reaction you can use before they act. (this was also a popular one) [*]Epic destinies that kick in at high level. (this one I haven't tried in 5e yet) [/LIST] [/QUOTE]
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