Fighter Stances

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MedievalMan
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Fighter Stances

Post Sat Jun 23, 2012 6:50 pm

Sorry to make yet another new topic, but I figured this would be the best way to share.

So I have been reading 4E essentials for kicks lately and really liked the idea of "stances" introduced for fighters. They looked simple enough and I translated a few of them for use with BFRPG. Maybe I can add a few more to the list but for now here is what I have.

Fighter Stances
At first level a fighter can choose single stance from the list below. A stance is a minor ability that augments normal attacks. It is a free action to enter a stance, and a stance lasts until either the character ends the stance, falls unconscious, or is killed.

EDIT 1
Alright I lowered the power of most of the abilities and split one ability in two.

Battle Guardian
You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted.
Until this stance ends, enemies within 5' of you suffer a -2 penalty to attack rolls that do not include you as a target.

Hammer Hands
You channel your anger into each strike dealing devastating damage to your foes.
Until this stance ends, you gain a +1 bonus to melee damage rolls.

Cleaving Assault
Your wide, sweeping attacks carry through to let you lash out at another nearby foe.
Until this stance ends, whenever you hit an enemy with a melee attack you may make a free attack against an adjacent enemy that was not the target of the first attack. If this attack hits that enemy takes damage equal to your Strength modifier.

Poised Assault
You settle into an offensive stance, your poise and focus making every strike count.
Until this stance ends, you gain a +1 bonus to melee attack rolls.

Berserkers Charge
You channel your combat fury and throw yourself upon your foes.
Until this stance ends, when you perform a charge your base speed is increased by 10' and you gain an additional +1 bonus to your attack roll at the end of the charge, however the penalty you take to your AC is at an additional -2 as well.

Duelists Assault
You focus your attention on a lone enemy, tearing into it with deadly force.
Until this stance ends, you gain a +2 bonus on melee attack rolls against a target that has no creatures adjacent to it other than you.

Unfettered Fury
You embrace your inner fury, hitting fast and hard to mow through your foes.
Until this stance ends, you take a -2 penalty to attack rolls and armor class but gain +2 damage to melee attack rolls.

Rapid Shot
You quickly fire a succession of arrows.
Until this stance ends, you may fire 2 arrows targeting 2 separate enemies no more than 10' apart. Both attacks are made at a -2 to hit.

Precise Shot
You take careful aim before unleashing a well placed shot.
Until this stance ends, you gain a +1 bonus to ranged attack rolls.
Last edited by MedievalMan on Sun Jun 24, 2012 11:50 am, edited 1 time in total.
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MedievalMan
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Re: Fighter Stances

Post Sun Jun 24, 2012 1:22 am

Added in Rapid Shot. Anyone have any suggestions for the list?
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SmootRK
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Re: Fighter Stances

Post Sun Jun 24, 2012 8:01 am

Not sure I like how powerful some are, but I think the 'idea' can work in combination with Weapon Specialization Ranks (per Combat Options Supplement). However, I think the ideas presented need to be pared-down to about the power that the specialization grants, or be very situational specific in their usage.

Ranks of Specialization are earned every 3 levels (1st, 4th, 7th, 10th, 13th, 16th, 19th).

Perhaps every other rank earned can be applied to an alternate 'specialization' such as what you are calling a stance. If the character chooses one at 1st, then his next choice would be 7th, then 13th, and 19th; if the character chose normal weapon specialization rank at 1st and then their first stance would be chosen at 4th, following up at 10th, 16th).

The idea is that specialization is for specific weapons, while stance can be used with any weapon, but is for specific situations or combat events. Not saying I am totally on-board with the idea, but those are suggestions to help develop the idea further.
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MedievalMan
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Re: Fighter Stances

Post Sun Jun 24, 2012 10:37 am

Well alright thanks for the suggestions Smoot.
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Dimirag
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Re: Fighter Stances

Post Sun Jun 24, 2012 11:20 am

They aren't a bad idea, but I agree with Smoot, some of them are a little bit powerful (4ed works with larger amounts of HP and damage).
Suggestion: Limit any bonus to a +2.

Hammer Hands: Increase damage die size by one.

Cleaving Assault: Whenever you hit an enemy with a melee attack you can make a second melee attack against a different opponent, if the attack hits you deal half of the damage you gave on the first attack.

Ideas:

Berserker's Rage:
+2 bonus to your attack and damage rolls, however your AC is at a -2 penalty and you can only make melee attacks.

Duelists Stance: +2 bonus on melee attack rolls and AC when fighting an opponent on a one-two-one.

At every 3 levels after the first you can choose a new Stance or you can improve one of you previously chosen Stances (each stances gets an extra effect or improved bonus/reduced penalty if selected a second time).

What I like about this is the possibility of include "martial styles" such as "two weapon fighting" or "sword and dagger", etc...
Sorry for any misspelling or writing error, I am not a native English speaker
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MedievalMan
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Re: Fighter Stances

Post Sun Jun 24, 2012 11:29 am

I liked them originally primarily because they offer a tiny mechanical benefit to help distinguish fighters beyond just role-playing (which is the most important factor). One fighter might be a swashbuckling city-dweller while another might be a crude barbarian but by the core rules they are identical in every way. With the stances you can have some minor ability to distinguish each other. You guys are right though, the stances need to be rebalanced. I will post an updated version sometime soon.
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Dimirag
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Re: Fighter Stances

Post Thu Jun 28, 2012 11:22 am

You gave me an idea for using Combat Styles, basically they are similar to spells in that they are divided by levels and each level has a BAB requirement.
There are 2 ways of gaining them: Training and Instruction.
Training requires acquiring a book containing the info and spending time (as specified for its level) training.
Instruction means the character pays a teacher in order to learn the style.

Everybody can learn Combat Styles but:
- Fighters: Training takes normal learning time and Instruction needs half that time.
- Non-Fighters: Can only learn Combat Styles by Instruction which takes them normal learning time.
Sorry for any misspelling or writing error, I am not a native English speaker
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MedievalMan
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Re: Fighter Stances

Post Thu Jun 28, 2012 1:58 pm

I would check out book of the nine swords. A lot of good ideas for giving fighters abilities that work like magic. Fun book, little strong.
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Dimirag
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Re: Fighter Stances

Post Thu Jun 28, 2012 2:23 pm

I won't do spell-like styles, rather the similitude is that there will be the same levels for spells and for styles, they're learned kind of like spells are and I'll try to make a similar character level-style level relationship akin to mu's level-spell level (but I'll try to link it to BAB so I don't have to play with non-fighters levels).
Sorry for any misspelling or writing error, I am not a native English speaker
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MedievalMan
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Re: Fighter Stances

Post Thu Jun 28, 2012 2:35 pm

Actually a cool idea, fighters have abilities that are essentially spells. They prepare them in the morning through meditation. Maybe include a mechanic where if you make some sort of ability check you don't lose the ability upon using it. Might make for a more cinematic fighter. Interesting, whatever you do I might just have to do some work on my idea.
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