Results 31 to 60 of 72
-
2013-12-11, 11:06 PM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
Ok, i have decided on having a list of Archetypes
Archer - for a ranged projectile combat specialist
Cavalier - for a mounted combat specialist
Commander - for a Leadership tactician combat role
Dervish - for a dual wielding role
Fencer - for the 1 handed semi-dirty fighting combat role
Knight - for the protective and defensive combat role
Slayer - for the brutal offensive combat role
and lastly
Man-at-Arms for the generic base combat and utility role
(if i am missing any classic fantasy archytypes here let me know please)
Im going to go back to the drawing board on how and what to slap a particualr disicpline into its archetype role.
right now im hopeing to get 8 to 10-ish Disciplines under each of the Main categories and have 50-60 under the Man-at-Arms.
my plan is to hit my various D20 books ( i have a lot to say the least) to break some class abilities up into disciplines. Like for instance taking some class abilities from the well im not sure if its Iron Kingdoms or Iron Heroes but the one that basically split the fighter into several classes called Archer, and excecutioner, and making some of them disciplines..
Im terrible with typed grammar and spelling. I have no idea what it is but for some odd reason when it on the computer I just can't type to save my life and it literally takes me several minutes to find each little misstype or grammar mishap. SO, if anybody would be so kind to assist me on that front Id appreciate it.
-
2013-12-11, 11:16 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Pittsburgh, PA
- Gender
Re: My Latest big project! ( a big deal fighter fix)
Can you use Microsoft Word or Google Docs or some other program with a spell check? (Heck, even some web browsers have plug-ins for that sort of thing-- I know mine does). Copy-paste your post in and it'll mark most of your typos for you.
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
-
2013-12-11, 11:29 PM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
I did, actually me being the smart guy that I am spent 2 hours trying to self correct my post then i said to myself 'DERP just go to word and copy paste, fool!"
but it seems that word did a crap job as samburke said that my post is still screwed up, soo maybe it is just a curse of mine. Even when i use a spelling and grammar correcting program it don't work either.
-
2013-12-12, 12:05 AM (ISO 8601)
- Join Date
- Apr 2011
- Location
- You lost the game.
- Gender
Re: My Latest big project! ( a big deal fighter fix)
-
2013-12-14, 07:49 PM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
With the help of fellow GiTPers who have a much better grasp on grammar and spelling.
I have edited my opening post to look more professional, I guess, for those whom might want to take an interest in my building of a new Fighter.
-
2013-12-17, 12:12 PM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
Ok made some changes and added a couple new abilities.
-
2013-12-19, 08:09 PM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
added a new ability
-
2013-12-20, 12:52 AM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
I am working on the various discipline powers now.
Finished the Commander ones (got 9) and am working on the archer next. The way i envision it, as a fighter you have 1 role that you are specialized in, for example the Archer. but that shouldn't be the onlly thing you are proficient at, SO i let the Archer also, take Slayer ones as well to liven up his damaging abilities as well as Commander to be a leader of sorts.
that way the fighter can be The Fighter, exceling at one role and being competant in others.
-
2013-12-20, 11:38 AM (ISO 8601)
- Join Date
- Apr 2011
- Location
- You lost the game.
- Gender
Re: My Latest big project! ( a big deal fighter fix)
It would be delightful if you could organize them a bit, perhaps by those roles (Commander, etc) like you said, that would be really splendid. It'd greatly improve the professional look.
So, say, you have those nine, put 'em under a heading:
Commander:
Discipline the First Lorem Ipsum Hogwashium Mangled Latinusiumor
Discipline NUMBER TWO More example text that you're not supposed to read but inevitably will.
....
and so on.
-
2013-12-20, 06:27 PM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
That is actually my intent. I haven't added any new Disciplines yet as I am writing them up in word the copy and pasting them over.
not only am I going to list the various disciplines under their respective headings. But I also am going to be doing them alphabetically.
Except for Man-at-Arms, since that is a different type of Discipline.
I wanna put in a class ability at 17th level but I cannot think of any.
-
2014-01-01, 07:56 PM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
Latest Update.
Ok im getting really close to inishing my draft
the issue i am running inot is id like to have 8+ different dsiciplines for each archetype.. the problem I am running into is
I have 5 or 6 for each one and just am unable to figure out that last 3 or so on it to include it in my post.
I might need to take a few days off and recharge my brain.. or maybe just steal ideas from other games i have, LOL
-
2014-01-02, 11:43 PM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
Ok added in Slayer and Fencer Disciplines.
Also.. it be nice if my fighter fluff that is post #11 would be looked at and let me know if its hitting the right idea.
still working on the other ones.
-
2014-01-04, 08:58 PM (ISO 8601)
- Join Date
- Apr 2012
- Gender
Re: My Latest big project! ( a big deal fighter fix)
Ok, there is my breakdown of the Class chassis and basic abilities. The class feels huge to me, bloated and clumsy. I wouldn't play it for the sheer amount of record keeping, but there are good points. I think a lot of the abilities can be streamlined and possibly combined for a cleaner more efficient class.
I'll be editing in my thoughts on the disciplines. Right now, I don't feel like youve got a good return on the complexity added, especially with additional feats.
Ok, these Disiplines are complicated, require a lot of rolling and bookkeeping. I'd every limit and simplify the effects of these abilities. Right now there is just too much and I wouldn't allow the class due to the sheer amount of headaches it would cause DMs and players. Coupled with the Feats this is just too much IMO. Many if the effects are complicated and or not worthwhile.
My motto for your class would be Simplify and Streamline.Last edited by Zman; 2014-01-04 at 09:10 PM.
Current Games
Original System
My Homebrew
Zman's 5e Tweaks Thread- V2.0; Weapons and Armor; Monster Manual Expansion
-
2014-01-04, 09:07 PM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
Ok i just added archer disciplines, i have a couple for volley users a couple for sniper and yes.. i even added in some for throwers, its something that i felt D&D doesn't really cover at all much even less than normal archery.
further more its the only way i can justify putting in skirmish damage.. why moving 10 feet makes your crossbow hit harder never made any sesne to me but moving 10 feet and tossing a javeling yeah.. i can see that,
-
2014-01-04, 09:15 PM (ISO 8601)
- Join Date
- Apr 2012
- Gender
Re: My Latest big project! ( a big deal fighter fix)
Added some more and my evaluation at the end.
I see what you are trying to do, but IMO the class is just too much, Simplify and streamline. You've created the single larges and most complex class to track, boo keep, play, and pick abilities. It blows TOB and Spellcasters out of the Water. I wouldn't play it or allow it as it is just too darned much.
My best advice is trim down the unneeded stuff and simplify the rest. I'd rather pick 10-20 straight forward useful disciplines, then wad through all of that text full of immediate actions, mass checks, etc. this fighters turn could easily take longer than any other characters possibly combined.
Take a look at my E10 Rogue Special abilities for what I would consider Disipline level and structured abilities.
Hope my advice helps.Current Games
Original System
My Homebrew
Zman's 5e Tweaks Thread- V2.0; Weapons and Armor; Monster Manual Expansion
-
2014-01-04, 09:38 PM (ISO 8601)
- Join Date
- Aug 2010
Re: My Latest big project! ( a big deal fighter fix)
Wow this is a big project! I haven't looked at the disiplines yet but honestly, I think even without them your fighter is on the right track. I'll peach the disiplines when they are complete, but honestly I feel they may encroach on existing martial classes. Like why would anyone want to use a ranger when they can just go with your fighter with take the archer disiplines?
Anyway on with it:
Skill: too many for a fighter. 2+INT I better fluff wise
Bonus feats: Enlarged pool to draw from is a very welcome change. Especially the teamwork feats. Almost never see them taken, but with fighters' excessive amount of feats makes them a real option. Also allows the fighter to take up a true leadership position.
Tactical feats: Nice job including them, always felt they were under used. But one problem I do see is their scarcity. I only see 8 in complete warrior and 6 in PH2 (where they were first printed) and you have 6. I think Secrets of Sarlona and Races of Ebberon has a few more, but many of them have some hefty requirements. If fighters still need to meet those criteria then you may run into the situation where they don't really have a choice.
Martial aptitude: mixed feelings about this. I mean, it's just more feats rights? Getting weapon supremacy at lvl 13 instead of 18 is certainly welcome as it puts this awesome feat into the realm of play (most campaigns end before lvl 18).
Empty level 17: Why not progress martial aptitude to give it something no other class can use and a reward for sticking with fighter so long? Something like Greater weapon supremacy? Your weapon cannot be disarmed, +5 to any 2 attacks after your first, treat all attack rolls as 12. Basically a supped up version of what came before.
Imposing force: I like this little addition, this is how the fighter can be the party "face" in order to get things done non-violently (with the threat of violence). Anyone can still do this (so it doesn't hurt the bard's feelings) but fighters can apply their own twist.
Shield ally: Love it. Simple and doesn't require any dice rolling. Not sure if this will apply to all archtypes of fighters you had in mind though.
Mobile combatant: full attack after moving is the goal for any combat oriented class, but 7th level seems a bit too early. The earliest a psywar can do this level 7 (with psionic lion charge or hustle) and they are limited by their PP. They could also do this at level 1 with dimensional hop but limited in range and PP. Other classes can use items, spells and powers etc. to do it earlier but they can't go all day like this feature can. It needs some balancing, either later or make it limited to certain number of times per encounter.
Instinctive reflexes: WIS isn't a very valued stat for fighters, I don't see this feature changing that.
Battle perception: True seeing it a bit too far and contradicts the fluff. Better would be to do an opposed skill check (like sense motive or spot) to reveal the location of an opponent.
Warlord and monmentum: I'm gonna lump these together since the combat form feat in PH do something similar to these. Warlord's ability to know HP is similar to the combat awareness feat, while momentum is similar to combat strike. Momentum seems a bit redundant as well since you have a bunch of feats that improve your attack and damage already. I think you could lump them and battle pereption into one feature and have it progress every 5-6 levels. Start with location, then HP, then AC, then saves. Again this reinforces the idea of the fighter being a leader who has a keen sense of the opponent and knows who to hit and with what.
Indomnitibility: Not a bad capstone. Not treating natural one's as auto fails is a god trait.
-
2014-01-05, 12:30 PM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
In regards to why one would take a ranger over a fighter and archery
If you just want to be good at archery in a combat sense, you should want to go after the Fighter as for me the Fighter should be the dominant combat class ( after all, the class is named Fighter)
The ranger gets spells, an animal companion, and other supernatural and extraordinary abilities. Its those abilities that is why one should chose the Ranger, if you want to be an expert in a particular combat style then you should pick the Fighter.
Imposing force was supposed to scale, so im going to have to edit that, LOL ANdits a bonus to Intimidate and Sense motive because when somebody is imposing to another its harder for you to lie to them becuase you are scare of the consequences and its much easier for them to instill fear in you.
-
2014-01-10, 01:47 PM (ISO 8601)
- Join Date
- Nov 2013
Re: My Latest big project! ( a big deal fighter fix)
My thoughts:
The chassis:
- Saves: The not-quite-medium reflex prgression is odd, and if I were you I'd give them full or bad progression. It is my opinion that when you design classes, you should attempt to stick as close to something that already exists as possible while remaining true to what you want it to do. Giving the fighter +1 to reflex at lower levels and +2, but it makes the class less approachable for someone who already know how progression works in the rest of D&D. Doing this will make it much easier for people to understand, and thus more likely to get played. More on this later.
- Skills, HD, Base Attack: These are all solid, and the skills alone go a long way to remove what is bad about a low-level fighter.
- Feats: These are fine, but can make creating a fighter a daunting task, what with all the abilities you have to select. I'd probably reduce them down to one per four levels, one at first.
- Tactical feats: Giving a third level tactical feat seems odd: most of these require base attack bonus +6. Actually, I'm not aware of any tactical feats that do not require BaB+6. Perhaps fighters should just be allowed to pick these with regular bonus feats? If you choose that, I'd probably keep the fighter # of feats.
- Martial Aptitude Feats: You're giving out a lot of feats. I don't think a fighter really needs this many feats. I'll reiterate that I think it leads to an unneccesary amount of adding numbers together, which is what all of these will be doing.
Class Features:
- Imposing Force: This is nice, and helps the fighter contribute outside of combat, even with less than stellar mental stats. [Terror] effects does not exist, AFAIK. What did you intend that ability to do?
- Shield Ally: This ability is nice, but I'd rather see it as a discipline. It does not seem like something any fifth level fighter would do.
- Mobile Combatant: This is a much-needed ability, although I worry that it will interfere with the use of disciplines. I might be wrong, though.
- Instinctive Reflexes: This allows the dumping of Dex for AoO fighters above level 7. I'd move it down to level between one and four, but YMMV.
- Battle Perception: Great stuff. It may make for strange scenarios where fighters attempt to hit as many people as possible with non-lethal damage to solve a doppelganger case. This may be a case of feature, not bug.
- Momentum: This ability is probably fine. I'm not sure that it's a level appropriate ability. On this level, the wizard gets access to all sorts of nifty stuff. This feels lackluster in comparison.
- Warlord: This is more like it, although still not quite there. The bonuses and the knowledge is nifty, but at seventeenth level, you should quite frankly have better things to do with his actions, like, stopping time, seeing the future, calling the heralds of the gods to serve your whims and, you know, plain old killing stuff.
- Indomnitibility: This is one of those cool things. I'd let him fight on even if his body is destroyed, though, regardless of whether he died of hp damage or not. This is level 20, he's supposed to be awesome.
On Disciplines:
The discipline abilities seem unwieldy. You have to keep track of the cooldowns individually for each ability, this is a huge issue.
Another problem is that, beyond reading every single ability, there's really no way of knowing which one you might like, or which you can get on what level.
Remember what I said about reflex saves? That goes here as well. One of the reasons magic of incarnum and (to an extent) binding(from tome of magic) is so difficult to learn the first time that it hands you a big list of options in alphabetical order. This makes it hard to take in, for you need to read it all to properly understand it. If I were you I'd make them work more like spells: Make a menu of abilities available for first level fighters, second level fighters, and so on. This will probably also encourage you to fix the next problem, as holes in your table does not look good.
Another problem is that, of these abilities, only two (Improved Uncanny Dodge and Fortitude) are availabile only for fighters above level ten. Since most of the fighter's problems stem from the lack of being able to contribute anything other than numbers at high level, a fix really should provide abilites that let them have level appropriate effects that are not increased numbers at higher levels. Otherwise, what's the point?
To recap:
You've gone a long way to help out with the low-level problems of playing a fighter, but you've not done much towards fixing the really big issue, the relative uselessness of a high-level fighter to that of a high-level spell-caster.
The disciplines could do with being sorted into dascipline levels, with a table that provides an in-brief description of each discipline.
My suggestions:
-Cut down the # of feats.
-Arrange the disciplines like spells.
-Homogenize the cooldowns.
-Get rid of the buffs that require actions to activate.
-Create more high-level abilities that do more than just numbers. Let him scale impossible walls, let him cleave the forces of magic in twain with his ax.
-
2014-01-19, 05:02 PM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
Ok, I got rid of the tactical feats and added in some new abilities.
still would absolutely LOVE somebody to critique my Fluff and let me know if its even decent so I can include it
Still 2 or so short for the dervish and Knight archetype
I got the final rough ideas for cavalier but still working on making them mechanically sound
-
2014-01-19, 05:30 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Pittsburgh, PA
- Gender
Re: My Latest big project! ( a big deal fighter fix)
You fluff is fine. Totally generic, but so's a fighter, so no worries there.
- You still list Tactical Feats in the class description.
- The number of Disciplines you can learn is a bit confusing-- I'd recommend trying to simply it. Maybe "half of all your disciplines known must be from your primary archetype" or "you must know more disciplines from your primary archetype than from any other."
- The bonus from Imposing Force is pretty small. Maybe allow them to use Strength for Intimidate checks, and... not sure why they get Sense Motive there. I'd grant Imperious Command as a bonus feat instead of just listing its benefits. Finally, I'm not sure what you mean by "terror effect."
- Physical Prowess is kind of small. Maybe bump it up to 1/2 level?
- Shield Ally is useful, but seems more like a Discipline. Also, what does "shield an ally from a spell" mean?
- Mobile Combatant is good.
- I'd scale Insightful Reflexes off level, instead of Wisdom-- don't want to cause any MAD.
- Battle Perception is neat, though the wording seems a bit awkward.
- I like Momentum, though it makes TWF a much less attractive archetype.
- Call to Battle should probably be a Discipline.
- The save DC on Avatar of War is too high-- I'd go with the standard "10+1/2 Level+<ability>." Also, you accidentally state that mindless foes are immune. But on the whole... there are enough Intimidate feats out there that you're probably better off working within that framework. Let him make a free Intimidate check to demoralize all enemies at the start of combat, and grant the "frighten those normally immune to intimidation" thing. Or a Frightful Presence! Frightful Presence is fun.
- Slice the Universe is goofy, doesn't fit at all with the rest of the class, and comes way too late to be relevant.
- Indomnitibility is decent, if unexciting.
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
-
2014-01-19, 05:57 PM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
Ok what would be the best way for me to word it. i want the primary discipline ot have at minimum 2 more disciplines than any other that might be taken ( barring man-AT-Arms that is) the way I am seeing it now is the Fighter picks up 9 Disciplines from his main archetype picks up 4 or so from a couple other and gets 17 from man at arms.
I know slice the universe is a bit goofy, but I want my fighter to be able to replciate the abilities of mythological heros and Heracles sundered a mountain to get into the underworld.. I am best trying to duplicate that with the fighter here.
-
2014-01-19, 08:32 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Pittsburgh, PA
- Gender
Re: My Latest big project! ( a big deal fighter fix)
"A fighter knows a number of different Disciplines, as shown on the table above. At least one-fourth of these must be from his Primary Archetype (as shown in parenthesis). The remainder may be drawn from the Man at Arms list, or from other Archetypes. A fighter must know at least two more Disciplines from his Primary Archetype than from any other Archetype."
I know slice the universe is a bit goofy, but I want my fighter to be able to replciate the abilities of mythological heros and Heracles sundered a mountain to get into the underworld.. I am best trying to duplicate that with the fighter here.Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
-
2014-01-19, 10:16 PM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
You are right, i guess I need to load some of those earth shattering abilities inot the higher levels here is how ive alwasy seened teh D&D leveling expericne in rgared to relife and mythology
levels 1-6 are what you would expect from just about any old person youd grab off the sidewalk somewhere.
level 7-13 are the heroic levels this is where you start doing things that while are beyond the capablity of the average joe, they can at least think " yeah I could have seen myself doing X, but I never really applied myself or had the same opportunities' -------- think Audy Murphy or Conan
level 14+ is the mythic levels, this is where its beyond all mortal reckoning, this is where you find such beings doing such things as peco bill roping a tornado or heracles cleaning stables in a day or other such of that ilk.
-
2014-01-22, 04:29 AM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
Ok, i think i have a good.. direction of ideas that i want to include for my Fighter.
But first I want to list things I absolutely DO NOT want my fighter to be capable of
- No Time traveling
- No way to raise the dead
- No way to alter their form ( i.e no shapechanging, form altering of any sort)
- No spellcasting or magic use of any sort ( so no spells, invocation, vestiges, incarnum, or psionics)
- No immortality, nope Fighters eventually gotta die
- No way to do things that isn't what a 'normal' person couldn't do ( so a normal person cannot shoot lazers from their eyes.. neither can the Fighter
Now to say the things I have in my head, basically what i want my Fighter to be eventually capable of is actually simple. Just what a regular joe can do, only Dialed Up To Eleven SO while a human can jump, I want the Fighter to do some Hulk-esque jumps leaping several dozen (hundred perhaps) feet at a time. and of course a guy cna throw a rock.. but the fighter can throw a rock further and maybe take out that Goalpost on the other side of the football field
SO yeah.. those are some thoughts and expectations I have here.
-
2014-01-22, 11:48 AM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Pittsburgh, PA
- Gender
Re: My Latest big project! ( a big deal fighter fix)
- You might need to start over, since about none of the Disciplines you wrote here are on that level. (That's not to say that they're bad-- you really don't need that stuff to be T3)
- If you're boosting the Fighter that much, be sure it can also handle all other common melee archetypes.
- With more power, you're probably going to want a lot fewer abilities known.
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
-
2014-01-22, 07:00 PM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
How best would I translate those ideas into a mechanic that wrosk though? Maybe something like Fighter is alwasy considered running when jumping at jumps X times as far/high?
I need help translating these ideas from my brain to work according to 3rd ed rules.
-
2014-01-22, 07:41 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Pittsburgh, PA
- Gender
Re: My Latest big project! ( a big deal fighter fix)
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
-
2014-01-23, 12:28 AM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
Ok i added in Atheltic superiority in and relaized i didn;t have sense motive on the skill list ( it should have been there the whole time)
Thanks for much for all the help youve given me Grod you are an excellent person :)
I hope Djinn comes back and letsme knwo his thoughts so far.
-
2014-02-04, 01:47 AM (ISO 8601)
- Join Date
- Jan 2012
Re: My Latest big project! ( a big deal fighter fix)
Added a couple more disciplines to the archer archetype, focusing on more out of combat use.
-
2014-02-05, 11:19 AM (ISO 8601)
- Join Date
- Nov 2006
- Location
- Stuck in a bottle.
- Gender
Re: My Latest big project! ( a big deal fighter fix)
*appears in a puff of pine-scented smoke*
Lots of big changes since I was last in this thread. Let's take a look and see what my thoughts are these days.
Sheer Volume?
11 feats and 34 Discipline abilities + 6 weapon-specific feats (from Martial Aptitude) worries me a little, but I'll see what I think in the end.
Disciplines
I'll skip over these for now and take another look at the end, since they make up the bulk of the class's unique qualities.
Martial Aptitude
Seems fine, although those feats aren't exactly the greatest things around. It's exceedingly annoying to have these applied to only a single weapon with no way to switch the focus though: consider taking a page out of the Warblade's book and letting him retrain his focus for all the feats with, say, 24 hours practice with a new weapon. That said, this is just bigger numbers, and that never satisfies me.
Athletic Superiority, Imposing Force, & Physical Prowess
Athletic Superiority improves in four different ways at 8 different levels, making it an overly complicated mechanic. At the end of the day, however, all of these abilities are minor bonuses at best, and all are easily invalidated by spells at far earlier levels than the Fighter can get them. It also fails one of my key tests: is it fun or interesting? Jumping further might be fun in some situations, but the rest are simply numerical increases that serve no real purpose except inflating numbers.
Shield Ally
Seems reasonable. A few questions though...what if the attack has a non-numerical effect on contact (such as Energy Drain or Poison)? Do both parties suffer that effect? Secondly, it says you can shield allies from spells...but nothing about how non-damaging spell effects (whether as riders on damaging effects or on their own) are ruled. What if the spell is Dominate Person, for example? You can't be subject to half that effect.
Hardy
Meh. The immunities are decent, I suppose. I'm puzzled that you don't mention at what rate these ability scores are healed though. Is this per-round? Per-day? What?
Mobile Combatant
The first ability I can really say I like, although I'm sure there are dangerous shenanigans one can do with two full-round attacks per round. I'd consider having this appear at level 6 though, as if you're going to allow full-round attacks as a standard action you shouldn't make them suffer through a single level of having to do it normally first.
Instinctive Reflexes
Yay...a feat variation built in as a class feature. Not BAD, but nothing to write home about.
Battle Perception
The first ability I can legitimately say is really cool. I totally approve of this.
Momentum
I'm concerned about this. The double-miss clause discourages full attack routines (as later attacks have a high chance of not connecting), while the Battlefield Mobility feature encourages full attack routines. That's problematic, as is the lack of a cap on this feature: in theory a Fighter could cut through a line of minions on his way to a boss at the end of an army and be effectively invincible to melee combat by the end of it. It's just a weird ability that is overpowered in some circumstances (tons of weak enemies you just can't miss), and awkward in others (discouraging you from using your later attacks in your full-attack routines).
Legendary Ability
I've tried to write abilities like this many times, and always found I need rules to elaborate on what is and isn't included. Is the Fighter that good at EVERYTHING, including crafting, farming, architecture, illuminating manuscripts, ship-building...the list goes on. In a month 20 men can do a lot of things (including things that would be silly to do in a day, like travel X miles on foot or sail X distance) depending on those 20 men and their skill sets...so the Fighter should probably have a few more rules explaining just what his Legendary Abilities can accomplish.
Call to Battle
A very potent ability. Not a bad thing at all, although you may want an ally limit to prevent army shenanigans and/or multiple Fighters working together to take turns effectively forever.
Deadly
At 12th level I don't even care about this unless I'm running a build that needs Crits, and the -8 penalty is just the salt in the wound. Give this earlier if you want to give it, and just remove the confirmation penalty entirely. It won't be overpowered.
Warlord
Number increase. Useful, but not much to say here.
Make a Warrior out of You
I might make this increase temporary (say a number of days equal to the Fighter level) just to make his constant leadership important and explain why not EVERYONE in the world has 3 Warrior levels. It's a fun ability though, with some hilarious applications for town defense.
Avatar of War
Aside from the fact that the DC is really oddly calculated and wildly variable (which doesn't make ANY sense to me), this seems fine. Maybe a bit weak for 17th level though.
Veteran of a Thousand Wars
Probably one of the best spell-like abilities to give the Fighter. Good choice.
Slice The Universe
While I normally support this ability immensely, it doesn't make sense on this fairly non-magical chassis. You've shown no other real indication of anything more than "Supremely Badass Normal," and then suddenly we're tearing holes in reality. That's a bit disjointed from the rest of the class concept.
Indomnitibility
Blegh. Seen this sort of ability a thousand times, and I still consider it a boring capstone. Useful? Sure. Fun? Not really, especially if natural 1s are counted as a -10 (basically ensuring failure anyway). Extra not really considering the remaining bonus really only applies if you're basically dead anyway.
Disciplines (AGAIN!)
Better job making them less awkward this time, although they're still somewhat clunky due to the vastly differing nature of many of them.
Unfortunately, most are specific instances that have to be remembered or numerical increases. I'll put down a list of those I found interesting enough or good enough to be appealing.
Peerless Vision: Nice scouting tool. I really like this one.
Volley: Mainly interesting because it has no use-action associated (is it a normal attack?), is available at level 1, deals above-average damage on a hit, and applies a 2-round slow effect to (as written) everyone, regardless of the success of the save.
Impressive: Imposing Force allows this to become a perma-lock on one target, making the cowered effectively forever. Is this intentional?
Rally: Great last-minute save, and something I don't think any spells duplicate. Really gets across the "Leader of Men" vibe, in a good way.
Barrage: I just find this one funny, as you can take it at 1st level (far before you could even get Whirlwind Attack), and you might never even TAKE Whirlwind Attack, making the talent useless.
Giant Slayer: Worth it because it can easily add 200+ damage in encounters against some foes, to the tune of an extra 40 per hit. That's pretty insane.
Titan Swing: Chain stagger forever? This one might benefit from a cooldown or use-per-encounter.
Blurring Speed: Just good. Probably not OVERLY good, but definitely good.
...I'll stop here due to time constraints on my end.
Conclusion
It's better than it was. But I still think it's a bit bloated, a bit complicated, and requires WAY too much bookkeeping.
I also think you go extremely overboard on things that are, effectively, boring numerical increases. You're making good progress though.Last edited by Djinn_in_Tonic; 2014-02-05 at 11:21 AM.
Ingredients
2oz Djinn
5oz Water
1 Lime Wedge
Instructions
Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.