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Yet Another Variant: The Fighter...
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<blockquote data-quote="Flynn" data-source="post: 3567491" data-attributes="member: 1836"><p>Regarding <strong>Skill Ranks</strong>:</p><p></p><p></p><p>The background concepts sound cool. Choose your skills to meet your background concept. If you want more skill points, take another class.</p><p></p><p>Regarding <strong>Starting Features</strong>:</p><p></p><p></p><p>Tower Shield Proficiency is a Fighter bonus feat, and you can take that as your Fighter bonus feat that is granted to you as part of your Starting Features.</p><p></p><p>Regarding <strong>Bodyguard</strong>:</p><p></p><p></p><p>The intent is to declare your intention to use it when you know your ally has been hit, but before you know what the damage and such are. I'll try to clarify that. Any suggestions on wording would be greatly appreciated.</p><p></p><p>Regarding <strong>Canny Defense</strong>:</p><p></p><p></p><p>There will be no prestige classes in my game (as prestige classes are an optional rule according to the DMG and I dislike their rampant proliferation), hence the integration of this ability into the Fighter. I will consider adding this point, though, in case another class ends up with this talent as well.</p><p></p><p>Regarding <strong>Canny Defense</strong>:</p><p></p><p></p><p>Yes. I have a house rule that says that the Max Dex Bonus on your armor limits your class bonus as well. Beyond that, this is not much different than having a duelist in a regular game, and I've dealt with high AC bonuses before.</p><p></p><p>Regarding <strong>Extreme Effort</strong>:</p><p></p><p></p><p>I am considering a limitation of 5 copies on all talents, per your suggestion.</p><p></p><p>Regarding <strong>Ignore Hardness</strong>:</p><p></p><p></p><p>See above.</p><p></p><p>Regarding <strong>Improved Carrying Capacity</strong>:</p><p></p><p></p><p>Carrying capacity is carrying capacity. All other rules fall in line as appropriate to carrying capacity. Note that small creatures have a lower carrying capacity than medium creatures. If a halfling fighter wants to carry around an ogre on his back, then I'm sure it'll be for an interesting in-game reason. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Regarding <strong>Improved Reactions</strong>:</p><p></p><p></p><p>And going first is bad, how? Yeah, the Rogue gets an attack with sneak attack damage (if he takes that talent), and all classes get to attack a flat-footed target, but really, in a game where there are no iterative attacks, the impact is limited, and my players roll for crap on initiative anyway. The broad range of the d20 lets this make up for very poor rolls. At some point, it becomes self-defeating to continue to invest in this talent. However, I am considering the 5 copy limit, as I've mentioned above.</p><p></p><p>Regarding <strong>Magicbane</strong>:</p><p></p><p></p><p>Note that this is a one time thing, and I use diversified encounters, so more than half the saves are not against spells and spell-like effects. It's the dwarven ability by a different name, and so you may consider it impacts the game as often as the dwarves' ability does.</p><p></p><p>Regarding <strong>Magicbane</strong>:</p><p></p><p></p><p>If I didn't know any better, I'd dare suggest that you're saying Dwarves are broken, too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I see your point, but it has not been my experience that it is as all consuming as you have presented it here. Dwarves aren't unbalanced in my games, and so I suspect that this will not unbalance my game as well. Now, if I were stupid and let them take it more than once...</p><p></p><p>Which does bring up the question of whether this stacks with the dwarven ability of similar effect. I'm inclined to say yes, it does. It's a concept, and I have more than one way to impact someone who is resistant to spells.</p><p></p><p>Regarding <strong>Magicbane</strong>:</p><p></p><p></p><p>No, but thanks for the suggestion. It's more consistent with other rules (such as the dwarven ability) to keep it at +2. If I were allowing multiple copies of it, then I agree with your suggestion.</p><p></p><p>Regarding <strong>Men-At-Arms</strong>:</p><p></p><p></p><p>Part of the problem may be that you didn't know that I don't use the Leadership feat. No problem. Also, I use a Mass Combat system for large battles that uses the EL of each force, so this is consistent with that Mass Combat system. (Yay, Grim Tales!)</p><p></p><p>Regarding <strong>Men-At-Arms</strong>:</p><p></p><p></p><p>Because I don't like automatic cohorts (they slow down the game), and this lines up with the Mass Combat system I like to use.</p><p></p><p>Regarding <strong>Mettle</strong>:</p><p></p><p></p><p>This turns a "Fortitude partial" into a "Fortitude negates", so there's no reason to add any commentary on Fortitude saves to negate.</p><p></p><p>Regarding <strong>Mettle</strong>:</p><p></p><p></p><p>Some versions of Mettle apply to both Fort and Will. This one only applies to Fort saves. If you look around, you should find different versions under different prestige classes, which is another reason I don't like the inconsistency of prestige classes.</p><p></p><p>Regarding <strong>Melee Smash</strong>:</p><p></p><p></p><p>I am considering the five copy limit on individual talents.</p><p></p><p>Regarding <strong>Shield Guardian</strong>:</p><p></p><p></p><p>I use the one-skull variant of Grim Tales' action points, which renew each session. Note that APs are the only way to confirm a critical hit, activate certain abilities and gain extra attacks. It works very well in practice, and is quite balanced for this type of action. I should add a note in here that the Fighter loses the shield bonus that he grants another when he uses this ability. I'm still thinking about that, though.</p><p></p><p>Hope this helps,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 3567491, member: 1836"] Regarding [b]Skill Ranks[/b]: The background concepts sound cool. Choose your skills to meet your background concept. If you want more skill points, take another class. Regarding [b]Starting Features[/b]: Tower Shield Proficiency is a Fighter bonus feat, and you can take that as your Fighter bonus feat that is granted to you as part of your Starting Features. Regarding [b]Bodyguard[/b]: The intent is to declare your intention to use it when you know your ally has been hit, but before you know what the damage and such are. I'll try to clarify that. Any suggestions on wording would be greatly appreciated. Regarding [b]Canny Defense[/b]: There will be no prestige classes in my game (as prestige classes are an optional rule according to the DMG and I dislike their rampant proliferation), hence the integration of this ability into the Fighter. I will consider adding this point, though, in case another class ends up with this talent as well. Regarding [b]Canny Defense[/b]: Yes. I have a house rule that says that the Max Dex Bonus on your armor limits your class bonus as well. Beyond that, this is not much different than having a duelist in a regular game, and I've dealt with high AC bonuses before. Regarding [b]Extreme Effort[/b]: I am considering a limitation of 5 copies on all talents, per your suggestion. Regarding [b]Ignore Hardness[/b]: See above. Regarding [b]Improved Carrying Capacity[/b]: Carrying capacity is carrying capacity. All other rules fall in line as appropriate to carrying capacity. Note that small creatures have a lower carrying capacity than medium creatures. If a halfling fighter wants to carry around an ogre on his back, then I'm sure it'll be for an interesting in-game reason. ;) Regarding [b]Improved Reactions[/b]: And going first is bad, how? Yeah, the Rogue gets an attack with sneak attack damage (if he takes that talent), and all classes get to attack a flat-footed target, but really, in a game where there are no iterative attacks, the impact is limited, and my players roll for crap on initiative anyway. The broad range of the d20 lets this make up for very poor rolls. At some point, it becomes self-defeating to continue to invest in this talent. However, I am considering the 5 copy limit, as I've mentioned above. Regarding [b]Magicbane[/b]: Note that this is a one time thing, and I use diversified encounters, so more than half the saves are not against spells and spell-like effects. It's the dwarven ability by a different name, and so you may consider it impacts the game as often as the dwarves' ability does. Regarding [b]Magicbane[/b]: If I didn't know any better, I'd dare suggest that you're saying Dwarves are broken, too. ;) I see your point, but it has not been my experience that it is as all consuming as you have presented it here. Dwarves aren't unbalanced in my games, and so I suspect that this will not unbalance my game as well. Now, if I were stupid and let them take it more than once... Which does bring up the question of whether this stacks with the dwarven ability of similar effect. I'm inclined to say yes, it does. It's a concept, and I have more than one way to impact someone who is resistant to spells. Regarding [b]Magicbane[/b]: No, but thanks for the suggestion. It's more consistent with other rules (such as the dwarven ability) to keep it at +2. If I were allowing multiple copies of it, then I agree with your suggestion. Regarding [b]Men-At-Arms[/b]: Part of the problem may be that you didn't know that I don't use the Leadership feat. No problem. Also, I use a Mass Combat system for large battles that uses the EL of each force, so this is consistent with that Mass Combat system. (Yay, Grim Tales!) Regarding [b]Men-At-Arms[/b]: Because I don't like automatic cohorts (they slow down the game), and this lines up with the Mass Combat system I like to use. Regarding [b]Mettle[/b]: This turns a "Fortitude partial" into a "Fortitude negates", so there's no reason to add any commentary on Fortitude saves to negate. Regarding [b]Mettle[/b]: Some versions of Mettle apply to both Fort and Will. This one only applies to Fort saves. If you look around, you should find different versions under different prestige classes, which is another reason I don't like the inconsistency of prestige classes. Regarding [b]Melee Smash[/b]: I am considering the five copy limit on individual talents. Regarding [b]Shield Guardian[/b]: I use the one-skull variant of Grim Tales' action points, which renew each session. Note that APs are the only way to confirm a critical hit, activate certain abilities and gain extra attacks. It works very well in practice, and is quite balanced for this type of action. I should add a note in here that the Fighter loses the shield bonus that he grants another when he uses this ability. I'm still thinking about that, though. Hope this helps, Flynn [/QUOTE]
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