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Vote Up a 5e-alike: Poll 6: Archetypes and Fighters/Warriors NOW WITH EXTREME FIRST DRAFT!
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<blockquote data-quote="CreamCloud0" data-source="post: 9184013" data-attributes="member: 7034710"><p>[USER=6915329]@Faolyn[/USER] additional thoughts, of course all IMO</p><p>-armour mastery: base fighting style also provides an additional +1 to shield AC separately, this doesn't scale with the later improvements</p><p></p><p>-maneuvre specialist: additional bonus should be more +1's to maneuvre saving throws rather than extra damage, the damage isn't <em>the point</em> of most maneuvres so i think more better reliability would be better served of the style</p><p></p><p>-polearm fighting: quaterstaff and spear can also be used with reach 1-handed</p><p></p><p>-pugulism: STR or DEX modifier can be used for damage</p><p></p><p>-2-handed weapon fighting: due to the 2d6 weapon die on some of the weapons this fighting style would likely be better served offering the ability to add additional dice when you reroll as as the reroll threshold increases lower dice will be more likely to roll lower than the original result (my alternative 2-HWF: you gain 1 additional die to use per turn that you may choose to use when you reroll a damage die on a 1 or a 2 on a heavy/2handed weapon, you may pick either of the rerolled results, style improvements: you gain +1 additional reroll die to use per turn), additional base trait: small creatures can ignore their penalties of the heavy property</p><p></p><p>-weapon thrower: given the poor ranges of most thrown weapons i think the style improvements would be better served providing an additional 10ft range for thrown weapons</p><p></p><p>-bleed out: dont base each turn's extra damage on a single maneuvre die roll for them all, make a separate roll each turn</p><p></p><p>-doubleshot/manyshot: i'm struggling to understand the benefit this provides? you get to make two attacks on the same creature but only use one attack roll between them?</p><p></p><p>-parry/parrying counter: i note that the way this is worded makes it seem like counter requires a second reaction to activate</p><p></p><p>-powerful shove: second alternate improvement choice: taking this feat a second time allows you to affect creatures that are no more than 2 sizes larger than you? (possibly only available to small creatures)</p><p></p><p>-wildstrike: i would remove the disadvantage on the added attack, given the prerequisite all prior attacks needed to already connect, maybe remove the extra damage if you feel this make is too powerful?</p><p></p><p>given that you said the following:</p><p></p><p>i was assuming that it would be a manuvre that a warlord archetype would automatically know, but i don't think that's a reason that the base fighter couldn't have access to it, but that's just my opinion, if you want to balance it maybe the fighter's maneuvre version expends the fighter's entire attack action or consumes a second attack rather than just a single one</p><p></p><p>yes indomitable can only be used on saving throws but i feel like inner fire's uses on skill checks could provide the fighter some of their much needed utility outside of combat and the ability to use it on attack rolls is comparatively a rather weaker application that evens things out a little, iirc indomitable was usually declared as too little too late for the fighter capstone, personally i've always hated getting abilities that have a too infrequent ability to be used in frequently made circumstances</p><p></p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite22" alt="(y)" title="Thumbs up (y)" loading="lazy" data-shortname="(y)" /> </p><p></p><p>i think you could probably add a whirlwind attack(attack anyone adjacent) and dash attack(move 20ft in an unobstructed straight line(as part of the maneuvre), attack anyone you pass) maneuvres, if you think these are powerful you could add the stipulation i suggested on commander's strike of requiring the expenditure of 2 attacks rather than just 1.</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 9184013, member: 7034710"] [USER=6915329]@Faolyn[/USER] additional thoughts, of course all IMO -armour mastery: base fighting style also provides an additional +1 to shield AC separately, this doesn't scale with the later improvements -maneuvre specialist: additional bonus should be more +1's to maneuvre saving throws rather than extra damage, the damage isn't [I]the point[/I] of most maneuvres so i think more better reliability would be better served of the style -polearm fighting: quaterstaff and spear can also be used with reach 1-handed -pugulism: STR or DEX modifier can be used for damage -2-handed weapon fighting: due to the 2d6 weapon die on some of the weapons this fighting style would likely be better served offering the ability to add additional dice when you reroll as as the reroll threshold increases lower dice will be more likely to roll lower than the original result (my alternative 2-HWF: you gain 1 additional die to use per turn that you may choose to use when you reroll a damage die on a 1 or a 2 on a heavy/2handed weapon, you may pick either of the rerolled results, style improvements: you gain +1 additional reroll die to use per turn), additional base trait: small creatures can ignore their penalties of the heavy property -weapon thrower: given the poor ranges of most thrown weapons i think the style improvements would be better served providing an additional 10ft range for thrown weapons -bleed out: dont base each turn's extra damage on a single maneuvre die roll for them all, make a separate roll each turn -doubleshot/manyshot: i'm struggling to understand the benefit this provides? you get to make two attacks on the same creature but only use one attack roll between them? -parry/parrying counter: i note that the way this is worded makes it seem like counter requires a second reaction to activate -powerful shove: second alternate improvement choice: taking this feat a second time allows you to affect creatures that are no more than 2 sizes larger than you? (possibly only available to small creatures) -wildstrike: i would remove the disadvantage on the added attack, given the prerequisite all prior attacks needed to already connect, maybe remove the extra damage if you feel this make is too powerful? given that you said the following: i was assuming that it would be a manuvre that a warlord archetype would automatically know, but i don't think that's a reason that the base fighter couldn't have access to it, but that's just my opinion, if you want to balance it maybe the fighter's maneuvre version expends the fighter's entire attack action or consumes a second attack rather than just a single one yes indomitable can only be used on saving throws but i feel like inner fire's uses on skill checks could provide the fighter some of their much needed utility outside of combat and the ability to use it on attack rolls is comparatively a rather weaker application that evens things out a little, iirc indomitable was usually declared as too little too late for the fighter capstone, personally i've always hated getting abilities that have a too infrequent ability to be used in frequently made circumstances (y) i think you could probably add a whirlwind attack(attack anyone adjacent) and dash attack(move 20ft in an unobstructed straight line(as part of the maneuvre), attack anyone you pass) maneuvres, if you think these are powerful you could add the stipulation i suggested on commander's strike of requiring the expenditure of 2 attacks rather than just 1. [/QUOTE]
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