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    Ogre in the Playground

    Join Date
    Jul 2013

    Default Re: What should a Fighter fix do out of combat?

    I don't think that obliterating the utility of casters through nerfs will help this. The idea is raising up the utility of fighters when they're not actively fighting.

    Some ideas:
    • Limitless learning- Fighters continue to train and thus can change their feats over time. You could rebuild the feat system, or a portion of the feat system so it more closely resembles a Spell list, then restrict the fighters to only use those over the course of the day. You could have them shift their feats around daily, after a long rest, so they have to spend an hour in training to keep their senses sharp, or only allow shifts each level.
    • The Bourne Legacy - the Fighter has a massive passive perception, far above what would be available for their stats. It could be gated by # of times/day or short rest, but the fighter will automatically glean large amounts of information in an area. Your survival skills increase when you are fatigue, are bloodied/low on health, or are low on rations.
    • Swords AND Plowshares - while normal PCs may tangentially be related to their backstories, professions and social traits, fighters are still that when not actively fighting. They get an additional Social trait for free, and that trait's bonus is increased by 50-100%. They also gain additional benefits while in environments populated by that profession, gaining information without use of diplomacy, bluff, or intimidation checks, and can find local work faster than Players of other classes.
    • The Man They Call Jayne - Fighters gain a passive leadership feat while staying in an area for a period of time, and they will be actively sought out by the community as a person of help, more than the other classes. They attract people who wish to learn from them, but can only pay in favors. The longer a fighter stays in an area, he or she will accrue more one-use benefits from the locals, such as use of horses, carts, locksmiths, crafters, and the like, and can use these network of favors to gain knowledge similar to a spell, such as divination, Suggestion, charm person, comprehend language or commune, or just add NPC allies to the group for a period of time.
    • With Maximum Effort - When studying a difficult problem, a fighter can gain a class skill for an encounter and using their intelligence or wisdom modifier as the value. This allows a fighter to suddenly gain skills such as Acrobatics, Swim, Animal Handling, Climb, Use Rope, et cetera, for a brief period. This could also manifest as self-only castings of Spiderclimb* (*like a heavily intoxicated spider), Feather fall* (*but only when against a wall), Rope Trick* (*without the extra-dimensional part), and so on.
    • Suck it up, you Big Baby - Being a fighter has fighting right on the tin, and because of that, a fighter gains the ability to bandage the wounds of him and others. While not channeling positive energy, the fighter gains the ability to cast Stabilize, detect poison, and Cure light wounds... although the somatic component is putting on a bandage, and the verbal component is muttering under your breath or cursing.
    • Utility Belt - The fighter gains a small pouch of trinkets that come in handy from time to time. These trinkets are mundane, but act in the same manner as the cantrips Ghost sound, flare, light/produce flame, know direction and open/close.
    • Portal Combat - It just so happens that fighting beings with the ability to blink and teleport is something that fighters have to do on occasion, and fighters are trained to battle these foes. This could be a device that allows them to Side-Along follow a teleportation spell, a strike that acts as a small dimensional lock on a target, a bonus to shooting ranged weapons through the "gate scar" behind the teleporter, or a Grappling weapon that teleports with the target (similar to the Paladin's weapons in the forgettable movie Jumper)
    Last edited by Vogie; 2017-06-29 at 11:34 AM.