Fighter Options

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Re: Fighter Options

Post Sun Sep 12, 2021 11:55 am

TrickyNikki wrote: Sun Sep 12, 2021 4:49 am Increased Hit Points - one other valid option would be a d8+2, I think it’s the only one missing there that’s obvious. Another method for increased Hit Points would be doubling the bonus of Constitution for the fighter’s health, this would allow them to have these benefits without changing the dice. I know that may be too much if you have an 18… but then again, when do you ever have 18?)
That why the box with "other" exist, as there are many different rolls that can be added, I choose just a few. d8+2 seemed to high compared to the standard rules to me.
TrickyNikki wrote: Sun Sep 12, 2021 4:49 am Fast Healing - need clarification, so do they double the amount Of HP they heal as in 2 instead of 1 the others normally get during rest or does this also apply to magical healing and stuff?
I would double any type of healing, but its left up to a GM choice.
TrickyNikki wrote: Sun Sep 12, 2021 4:49 am Damage Die Increase - Not much to add except for maybe 2d6 instead of a d12 as that die is almost never used in BF.
2d6 makes a bell roll, I prefer to keep it straight, plus I like the d12 and this gives a place for roll it.
TrickyNikki wrote: Sun Sep 12, 2021 4:49 am Damage Bonus - At later levels I would maybe make the damage bonus have a die in there too? A d2+3 for levels 10-14 and a d4+3 for levels 15-20? keeps it random and players love throwing dice!
Same as above, I prefer to keep it simple and straight.
TrickyNikki wrote: Sun Sep 12, 2021 4:49 am Armor Class Bonus - +5 AC is super strong to be honest, that would make some fighters with the right dex and armor impossible to hit. I’d advise maybe this Armor class bonus be more conditional, like the fighter has certain amount of times they can increase their AC in response to a hit and they can only do so a number of times before having to rest and get this ability back. Flat AC bonus is a pretty strong option.
Its not a constant bonus as it depends on the fighter being able to defend and the type of attack and equipment.
TrickyNikki wrote: Sun Sep 12, 2021 4:49 am Weapon Focus - I’d make it more general, like type of weapon. This way the fighter actually feels like a professional instead of a hobbyist. Add an option for the DM to check mark: Instead of choosing a single weapon, the fighter uses a “type” for their weapon focus, be it all swords, all bows, all polearm and etc.
The character can chose to focus on several different weapons, making it able to focus on more than one group may make the fighter too strong.
TrickyNikki wrote: Sun Sep 12, 2021 4:49 am Level Based - 12th level is soooo far away, I’d give it to them on the 6th or 7th, otherwise the impact in the game will not be felt at all.
It should be 10th level, sames as 4 ranks with Weapon Specialization and the option of no 3/2 attacks.
TrickyNikki wrote: Sun Sep 12, 2021 4:49 am Penalty Based - again, I’d lower it to 3 points, not 4.
4 points makes that a 5-6 level fighter can attack with a +0AB, similar to a 6th level fighter on the d20 system.
TrickyNikki wrote: Sun Sep 12, 2021 4:49 am Attack Roll Based - awesome option as well, I’d make it 5 or higher and give it an ability if it’s something crazy like a +15, they get another attack.
A +4 AC is the same as a -4AB ;)
TrickyNikki wrote: Sun Sep 12, 2021 4:49 am Hit Die Based - cool mechanic, not sure why it works this way though.
Its a throwback mechanic, in some iterations of the original game a 4th level fighter gets extra attack against 1hd or lower creatures, I reduced the amount of attacks but increased the target's HD.
TrickyNikki wrote: Sun Sep 12, 2021 4:49 am Combat Points - like the idea, I think this can be developed into its own class actually. If you are interested in that, I can throw around ideas.
Other uses of Combat Points are possible and up to the GM, It can be used as a mechanic for a sub-class, but it should be "worst" in some aspects than this "core option".
TrickyNikki wrote: Sun Sep 12, 2021 4:49 am Openings - another clever way to make a fighter viable in a given situation, though I think imitative is a bit nonsensical here as an option.
"The opening selected last until the next round or next roll, whatever comes first."
The initiative bonus is helpful as it affects your initiative on the next round.

I've uploaded r4 with tiny changes.
Sorry for any misspelling or writing error, I am not a native English speaker
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