I’m making some changes to the Fighter class to make them a
little more interesting without making them a lot more powerful. The inherent
problems with fighters are:
a)
they rely a lot on the randomness of their
ability scores and HP. By standardizing HP I’ve solved part of that problem, but
there’s really no way around how useful higher than average strength is in a
fight.
b)
They are just generally better at combat and not
specifically better. There’s nothing a fighter can do that any other class can’t
try. And at low levels they can miss just as often, which diminishes the cachet
of being the one good at fighting. But you don’t want to have them hit all the
time….
c)
There’s nothing in the early stages of play that
makes it clear that Fighters are will become commanders of armies and
conquerors of nations.
Natural Commanders:
Fighters can:Be intimidating as heck, and can use their Fighter Background
(+1 at levels 1-4, +2 at 5-8, +3 at9+) for tests to negotiate, bluff or
intimidate when martial skill or force of arms would be a useful negotiating
tool.
Make morale
tests for troops under their command as one stage less complex. They can
recover their troops from a morale loss – normally impossible – as a contested d20
roll.
Find it easier
to recruit soldiers, and may add or subtract their Fighter
Background modifier from the roll to identify henchmen type, pushing the
rolls to median to reliably find other militarily minded individuals.
Maneuvers:
In addition to a fighter's raw combat ability, they are constantly trying to take advantage of the battlefield. This flexibility lets them make Maneuvers, special bonuses they get when the natural d20 roll is particularly high or low, and whether they are capitalizing on a hit or explaining why they missed. These come into play about half the time.Defensive Maneuvers: If the fighter has missed their target with a natural d20 of 7 or less (2 on 6 chance), the fighter instead has succeeded on one of the following options, at the player’s choice.
Tactical Insight: The player can request one piece of
information their PC could identify about the enemy or combat situation. DMs
will be more generous with information if you ask a specific question rather
than “do I see anything?”
Aid Another: The fighter spent the bulk of their time assisting
an ally's attacks, giving that ally a +2 to hit on their next attack roll. This
option is only available if there are allied PCs who have yet to make an attack
this round.
Defend Allies: If the PCs have initiative, the fighter spent the
bulk of their time defending an ally, giving that ally +2 AC against the incoming
attacks of the enemy who lost initiative.
Rally Allies: if the PCs lost the initiative, the fighter spent
the bulk of the round improving the party’s chance to win initiative next
round, giving a +2 bonus on the roll.
No comments:
Post a Comment