Henry
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Sundragon2012 said:Something is lost when you can't just play a man who trusts his steel and his wits. Damn do I feel old.
It's still there, as I said. I started out with similar reservations myself, but when I looked I didn't realize that there's plenty there even for a more classic fantasy warrior, I had just neglected it.
If looking at the Book of Nine Swords stuff as an example, plenty of stuff in the White Raven and Iron Heart dsiciplines are darned effective, and very non-magical in description. It's cool to have a D&D fighter who can slug it out, or dodge around avoiding op-attacks, but how much more cool, and still well in-character, to have him strike a blade about to hit him out of the way with a veritable "Storm of Blades" from his unbelievable parry-work? (make an attack and use the total as your AC, instead of your actual AC, immediate action).
It's great to have him yell a battle cry and charge, but what if he can use his military mind and prowess to co-ordinate a simultaneous charge of a squad of 10 men to DEVASTATE an enemy's front line? (War Master's Charge?)
Even more dramatic are the maneuvers which use a foe's power against him - it's a staple of fantasy fighting moves to leave an opening in your defenses, and then finish the enemy with their overextended counter. Feigned opening does just that. Mighty Throw lets you pull the classic "grab an enemy, throw him off-balance, and toss him 10 feet prone". There's plenty of "western fighter" room in there, but it's just mechanics that give Warrior-types a taste of resource management, combined with the kinds of things that DMs normally work into the descriptions of finshing moves in good D&D games.
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