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What the Weaponmaster needs in 5e, and how to make it happen.
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<blockquote data-quote="Quickleaf" data-source="post: 7043446" data-attributes="member: 20323"><p>Gotcha.</p><p></p><p><strong>1. The "depth" of 4e fighter powers is overrated.</strong> First, in regards to assessing the "great depth" of 4e fighter powers... I played and GMed a lot of 4e both with a fighter in the party and playing a fighter... and many of those powers were essentially variations on the same thing. I haven't done a comprehensive spreadsheet or anything, but my gut sense is that roughly 60% of the fighter powers from the <u>4e PHB</u> and <u>Martial Power</u> were copycats of one another, just with higher damage dice or some barely significant change in how they worked.</p><p></p><p>In other words, the depth of 4e fighter powers doesn't actually play out at the table as deep as it looks on paper. Because there's a lot of "samey" powers.</p><p></p><p><strong>2. Recharge mechanics (encounter/daily/short rest/long rest/superiority dice) for fighter powers are narratively incongruous.</strong> While it makes narrative sense for something like Second Wind to be limited (we can imagine ourselves doing wind sprints and realizing that, yes, it does take time to get our wind back), it makes far less sense to limit something like a Pinning Shot (or Bash and Pinion, or Steel Serpent Strike, or whatever). IF you're going to limit it, I'm of the opinion that it NEEDS to make sense narratively first of all. And not in some abstract "cinematic logic" sense.</p><p></p><p>For example, a power involving aiming might require spending a round doing nothing but observing your next target. Or a power involving a precise bow trick might require unobstructed line of sight.</p><p></p><p><strong>3. Extra Attacks could be sacrificed towards other ends.</strong> What if a fighter PC could expend some of the Extra Attack gained 5th level, 10th level, and 20th level to do <em>something else</em>?</p><p></p><p>That was one of my original premises when designing my version of the fighter. For example...</p><p></p><p>[SECTION]</p><p><strong><span style="font-size: 12px">Pinning Shot (active)</span></strong></p><p><em>Archery talent (requires wielding a bow or crossbow)</em></p><p></p><p>When you use the Attack action to attack a target, you pin its limb with an arrow. The target must make a Constitution saving throw, and on a failure it reduces its speed to zero. At the end of its turns, the target can make a Constitution saving throw to restore its speed to normal. Alternately, the arrow or bolt can be ripped out as an action, restoring the target’s speed.</p><p><strong>Recharge:</strong> Gain unobstructed line of sight to the target.</p><p><strong>Improved Pinning Shot:</strong> In place of two attacks, you make a shot that deals an extra weapon die of damage on a hit. If the target succeeds its saving throw, it regains only half its speed; to regain the rest of its speed it must succeed another save. Ripping the arrow or bolt out causes the target to suffer 1d4 bleeding damage at the end of each of its turns until its wounds are bound or it regains hit points.</p><p><strong>Master Pinning Shot:</strong> In place of three attacks, you make a shot that deals two extra weapon dice of damage on a hit. If the target fails its save it is restrained until it makes a successful save, whereupon it only suffers from halved speed; to regain the rest of its speed it must succeed another save. Ripping the arrow or bolt out causes the target to suffer 1d6 bleeding damage at the end of each of its turns until its wounds are bound or it regains hit points.</p><p>[/SECTION]</p><p></p><p>If you really wanted the fighter to not be DPR focused at all, you could get rid of my "extra weapon dice of damage" and boost the potency of the effect to get what you desire.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7043446, member: 20323"] Gotcha. [B]1. The "depth" of 4e fighter powers is overrated.[/B] First, in regards to assessing the "great depth" of 4e fighter powers... I played and GMed a lot of 4e both with a fighter in the party and playing a fighter... and many of those powers were essentially variations on the same thing. I haven't done a comprehensive spreadsheet or anything, but my gut sense is that roughly 60% of the fighter powers from the [U]4e PHB[/U] and [U]Martial Power[/U] were copycats of one another, just with higher damage dice or some barely significant change in how they worked. In other words, the depth of 4e fighter powers doesn't actually play out at the table as deep as it looks on paper. Because there's a lot of "samey" powers. [B]2. Recharge mechanics (encounter/daily/short rest/long rest/superiority dice) for fighter powers are narratively incongruous.[/B] While it makes narrative sense for something like Second Wind to be limited (we can imagine ourselves doing wind sprints and realizing that, yes, it does take time to get our wind back), it makes far less sense to limit something like a Pinning Shot (or Bash and Pinion, or Steel Serpent Strike, or whatever). IF you're going to limit it, I'm of the opinion that it NEEDS to make sense narratively first of all. And not in some abstract "cinematic logic" sense. For example, a power involving aiming might require spending a round doing nothing but observing your next target. Or a power involving a precise bow trick might require unobstructed line of sight. [B]3. Extra Attacks could be sacrificed towards other ends.[/B] What if a fighter PC could expend some of the Extra Attack gained 5th level, 10th level, and 20th level to do [I]something else[/I]? That was one of my original premises when designing my version of the fighter. For example... [SECTION] [B][SIZE=3]Pinning Shot (active)[/SIZE][/B] [I]Archery talent (requires wielding a bow or crossbow)[/I] When you use the Attack action to attack a target, you pin its limb with an arrow. The target must make a Constitution saving throw, and on a failure it reduces its speed to zero. At the end of its turns, the target can make a Constitution saving throw to restore its speed to normal. Alternately, the arrow or bolt can be ripped out as an action, restoring the target’s speed. [B]Recharge:[/B] Gain unobstructed line of sight to the target. [B]Improved Pinning Shot:[/B] In place of two attacks, you make a shot that deals an extra weapon die of damage on a hit. If the target succeeds its saving throw, it regains only half its speed; to regain the rest of its speed it must succeed another save. Ripping the arrow or bolt out causes the target to suffer 1d4 bleeding damage at the end of each of its turns until its wounds are bound or it regains hit points. [B]Master Pinning Shot:[/B] In place of three attacks, you make a shot that deals two extra weapon dice of damage on a hit. If the target fails its save it is restrained until it makes a successful save, whereupon it only suffers from halved speed; to regain the rest of its speed it must succeed another save. Ripping the arrow or bolt out causes the target to suffer 1d6 bleeding damage at the end of each of its turns until its wounds are bound or it regains hit points. [/SECTION] If you really wanted the fighter to not be DPR focused at all, you could get rid of my "extra weapon dice of damage" and boost the potency of the effect to get what you desire. [/QUOTE]
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