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*Dungeons & Dragons
yes, this again: Fighters need more non-combat options
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<blockquote data-quote="BacchusNL" data-source="post: 7547369" data-attributes="member: 6982024"><p>This will probably rub some people the wrong way, but I think the warrior class should be almost entirely revamped. The base-line combat features and execution\ wording on the OoC abilities are just so spartan that even if you RP it up you are still doing it with a much more limited bag of tricks then any other martial class. Even if I would consider an ability fluff I would still like to use it from time to time and really feel like (my idea off) a fighter. "I can jump far" does not really do that for me, for any character build, ever.</p><p></p><p> Milage may vary per DM on how much good RP will buy you, but even in a purely social game without combat the second dice are required for some kind of persusasion\ sleight of hand\ investigate, whatever the scene requires,-roll you bring nothing to the table while a Paladin\ Rogue\ Ranger would have actual written text and numbers to affect those dice. This, to me atleast, ussualy makes those classes always a more interesting pick for any campaign that isn't based in Forgotten Realms either, when the classes and sub-classes just serve as raw stat-sheet for whatever you try your character to represent in that world and re-flavoring what suits the setting when it comes to gods\ races ect. </p><p></p><p>The fact that in-combat almost their entire kit consists of "more stats" and feats also makes for pretty poor design I think. Leading too, even at higher levels, an entire night where the biggest decision you made was when to use your action surge. The rest was just "Great weapon attack x3, go", and maybe use some superiorety dice, which I like as a feature but should define the (sub) class more then just another limited recource that resets on a short rest. </p><p></p><p>In a perfect world I would like to see the Fighter get some of the extra feats and some of their useless fluff removed and get some sub-class features as base-line (the superiority dice or crit and size-up). Maneuvers and their scaling would need to get toned down and re-worded, and the Battle Master subclass re-imagined, but a good start would be to make maneuvers in-combat choices for the class I think. The champion esspecialy needs just a complete overhaul imo. There should also be a true shield-specialist sub class for the fighter, I think. Some more str or con related skills, and a re-work of the tool proffeciencies and their ingame uses, would also go a long way. </p><p></p><p>Another option would be, and I can understand how some people would strongly disagree with me here since it's more "magic doesn't feel magical", but I can also see fighters get a limited spell list of sorts, a bit like domain spells. Also giving them something akin to spell slots, but more flavoured like a monk's Ki, to use on things that essencialy work like Aid\ Shield\ Hunter's Mark\ whatever spell works flavour-wise, or the afore mentioned maneuvers.</p></blockquote><p></p>
[QUOTE="BacchusNL, post: 7547369, member: 6982024"] This will probably rub some people the wrong way, but I think the warrior class should be almost entirely revamped. The base-line combat features and execution\ wording on the OoC abilities are just so spartan that even if you RP it up you are still doing it with a much more limited bag of tricks then any other martial class. Even if I would consider an ability fluff I would still like to use it from time to time and really feel like (my idea off) a fighter. "I can jump far" does not really do that for me, for any character build, ever. Milage may vary per DM on how much good RP will buy you, but even in a purely social game without combat the second dice are required for some kind of persusasion\ sleight of hand\ investigate, whatever the scene requires,-roll you bring nothing to the table while a Paladin\ Rogue\ Ranger would have actual written text and numbers to affect those dice. This, to me atleast, ussualy makes those classes always a more interesting pick for any campaign that isn't based in Forgotten Realms either, when the classes and sub-classes just serve as raw stat-sheet for whatever you try your character to represent in that world and re-flavoring what suits the setting when it comes to gods\ races ect. The fact that in-combat almost their entire kit consists of "more stats" and feats also makes for pretty poor design I think. Leading too, even at higher levels, an entire night where the biggest decision you made was when to use your action surge. The rest was just "Great weapon attack x3, go", and maybe use some superiorety dice, which I like as a feature but should define the (sub) class more then just another limited recource that resets on a short rest. In a perfect world I would like to see the Fighter get some of the extra feats and some of their useless fluff removed and get some sub-class features as base-line (the superiority dice or crit and size-up). Maneuvers and their scaling would need to get toned down and re-worded, and the Battle Master subclass re-imagined, but a good start would be to make maneuvers in-combat choices for the class I think. The champion esspecialy needs just a complete overhaul imo. There should also be a true shield-specialist sub class for the fighter, I think. Some more str or con related skills, and a re-work of the tool proffeciencies and their ingame uses, would also go a long way. Another option would be, and I can understand how some people would strongly disagree with me here since it's more "magic doesn't feel magical", but I can also see fighters get a limited spell list of sorts, a bit like domain spells. Also giving them something akin to spell slots, but more flavoured like a monk's Ki, to use on things that essencialy work like Aid\ Shield\ Hunter's Mark\ whatever spell works flavour-wise, or the afore mentioned maneuvers. [/QUOTE]
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yes, this again: Fighters need more non-combat options
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