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Author Topic: A New Fighter "Fix" Concept (Involves Heroes of Battle)  (Read 1184 times)
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SiggyDevil
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« Reply #20 on: October 09, 2010, 10:29:11 PM »

I think the "Max VP" list should be a product of BAB rather than exclusive to Fighters.

That way, any high-BAB class can use a large amount of VPs.
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bkdubs123
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« Reply #21 on: October 09, 2010, 11:11:52 PM »

I think the "Max VP" list should be a product of BAB rather than exclusive to Fighters.

That way, any high-BAB class can use a large amount of VPs.

Well, really, the same can be said about any sort of "fighter casting" system, though can't it? My argument against it is fluff based. The Victory Points/Strategy system is meant to represent the Fighter's superior tactical sense and innate fighting talent. The Barbarian isn't the savant in the arts of war that the Fighter is and so isn't rewarded for tactical fighting like the Fighter is.

EDIT: Changed Foil Action and Improved Foil Action into strategies, and replaced them with Tremorsense and Through the Haze.
« Last Edit: October 09, 2010, 11:55:53 PM by bkdubs123 » Logged
SKRP
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« Reply #22 on: October 10, 2010, 03:26:41 AM »

I still like it, but tremorsense? God, why? Give him better blindsight (or blindsense if you want something weaker) as the ability to deduct the actual position of enemies.
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bkdubs123
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« Reply #23 on: October 10, 2010, 04:03:09 AM »

I still like it, but tremorsense? God, why? Give him better blindsight (or blindsense if you want something weaker) as the ability to deduct the actual position of enemies.

How's this?

Martial Sense (Ex): An 8th level Fighter gains Tremorsense (MM 316) out to a number of feet equal to 5 times Fighter level. Further, he benefits from Blindsense (MM 306) out to the same range, but only regarding any foes you have successfully hit or targeted with a spell or ability or any foes that have successfully hit you or targeted you with a spell or ability in the previous round.
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SiggyDevil
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« Reply #24 on: October 10, 2010, 03:11:10 PM »

Yeah Blindsense > Tremorsense.
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bkdubs123
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« Reply #25 on: October 11, 2010, 03:13:41 AM »

Quick question: Ignoring the entirety of the strategy/victory points system, how does this Fighter compare to a Warblade in terms of power and flexibility?

EDIT: My quick, cursory glance says that with above-average optimization they come out even, but with average or less optimization the Warblade is more powerful and flexible (again, this is pretending that strategies/VPs don't exist).
« Last Edit: October 11, 2010, 03:23:51 AM by bkdubs123 » Logged
bkdubs123
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« Reply #26 on: October 12, 2010, 11:58:12 PM »

No more feedbackses? I know we're probably bored of Fighter fixes, but at least this feels like a unique and fun approach (to me, anyway). What about the Victory Awards? I know there's some holes to iron out there. Any thoughts?
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SKRP
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« Reply #27 on: October 14, 2010, 04:21:13 PM »

No more feedbackses? I know we're probably bored of Fighter fixes, but at least this feels like a unique and fun approach (to me, anyway). What about the Victory Awards? I know there's some holes to iron out there. Any thoughts?

Being honest - just to many little points to count them. Spending 20 Victory Points on few tactics - absorbing, but could be fun. Spending 500 Victory Points - just the accountancy. But thats only my point of view, maybe I just miss the fun factor hidden behind counting.
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Rymosrac
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« Reply #28 on: October 15, 2010, 12:07:24 PM »

I'd play this.

The list of strategies and means of earning VP could be fleshed out some more, and there's a couple little kinks in the wording of a couple abilities, but overall I like it quite well.
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Shh. My common sense is tingling. . .
bkdubs123
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« Reply #29 on: January 08, 2011, 07:16:50 PM »

I'll be working on more Fighter Strategies of higher levels immediately.
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bkdubs123
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« Reply #30 on: January 09, 2011, 10:51:10 PM »

Okay, so I'm all the way through 5th level Strategies. I'm really hoping to make this a fully playable class all the way to 20. So I'll have 6th - 9th level Strategies to come up with, but I'll also have to finalize the mechanics on obtaining, storing, and spending Victory Points. As far as the latter goes, I really, really could still use some help with that.
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bkdubs123
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« Reply #31 on: January 11, 2011, 03:18:27 AM »

Well, I'm done with 6th level Strategies, but I'm now out of room in that post... so here are a couple more Strategies of 8th and 9th level just so I don't lose them. I'm almost done with the Strategies! This exercise has certainly been a reminder for just how immensely powerful a Wizard is.

Enlist Soldier VIII
Strategy 8
Cost: 120VP
As Enlist Soldier I, except that the Warrior or Expert is 15th level, and has these abilities - 40, 37, 33, 32, 30, 27. A Warrior hired this way has the Dungeoncrasher, Pounce, Damage Reduction 25/-- abilities and is immune to all Mind-Affecting effects, negative levels, ability damage and drain, Death effects, as well as dazing, stunning, fatigue, exhaustion, immobilized, petrification, staggering, sickened, nausea, and paralysis. An Expert hired this way has the Trapfinding, Trap Sense, Distracting Attack, Freedom of Movement (constant effect), Greater Invisibility (constant effect), Spell Turning (constant effect up to 7th level), and Overland Flight (constant effect) abilities.

Enlist Soldier IX
Strategy 9
Cost: 135VP
As Enlist Soldier I, except that the Warrior or Expert is 17th level, and has these abilities - 50, 45, 45, 40, 35, 30. A Warrior hired this way has the Dungeoncrasher, Pounce, True Seeing, and Damage Reduction 40/-- abilities and is immune to all Mind-Affecting, Conjuration, Evocation, and Transmutation effects, negative levels, ability damage and drain, Death effects, as well as confusion, insanity, dazing, stunning, fatigue, exhaustion, immobilized, petrification, staggering, sickened, nausea, and paralysis. An Expert hired this way has the Trapfinding, Trap Sense, Distracting Attack, Freedom of Movement (constant effect), Greater Invisibility (constant effect), Spell Turning (constant effect up to 8th level), and Overland Flight (constant effect) abilities and is able to use Limited Wish three times as the spell as an extraordinary ability.

Fellquake
Strategy 9
Cost: 135VP
Action: Standard
Area: 100ft radius emanation
Range: Personal
Duration: Instantaneous
Effect: As Earthshaker, but the damage is increased to 100, the creatures are staggered for 2 rounds, and creatures that fall prone must succeed on a Fort save (DC 12+1/2Fighter level+Strength modifier) or be knocked unconscious as the Sleep spell. Furthermore, the area of the Strategy is unhinged becoming treated as difficult terrain with a rough and uneven surface, that is both severely obstructed and sloped or angled (see Balance and Climb skills, PHB).

Versatile Stratagem
Strategy 7
Cost: 105VP
Action: Standard
Range: See text
Target: See text
Duration: See text
Effect: Duplicate the effects of any 5th level or lower Strategy even if you do not know that Strategy and even if the action time of that Strategy is longer than a standard action. Versatile Stratagem's Range, Targets, and Duration are the same as the duplicated Strategy, and if the duplicated Strategy effects an Area, Versatile Stratagem has an Area that is the same.

Additionally, if you have 7 or more ranks in Spellcraft, or 13 or more ranks in Use Magic Device you may duplicate the effects of any 3rd level or lower spell. If you have the required ranks in both you may duplicate the effects of any 4th level or lower spell. If you have the required ranks in both and also have 13 or more ranks in Knowledge (Arcane) or (Religion) you may duplicate the effects of a 5th level or lower arcane or divine spell respectively.

Doomstrike
Strategy 7
Cost: 105VP
Action: Standard
Range: Weapon range
Target: One living creature
Duration: Instantaneous
Effect: Make an attack against a target within range. Your attack gets a +10 bonus to hit, and if it does the target must make a Reflex save and a Fortitude save (DC 12+1/2Fighter level+the higher of your Strength or Dexterity modifier). If the target fails either of these saves it is immediately slain. If it succeeds on both saves your attack deals 10d6 extra damage.

Enfeebled Steps
Strategy 7
Cost: 105VP
Area: 30ft emanation
As Tremulous Steps except that the hit point loss is 1 point per round per Fighter level and enemies are Exhausted. Like Tremulous Steps, this loss of hit points cannot reduce a creature to fewer than 0 hit points.

Stratagem Omnis
Strategy 9
Cost: 135VP
Action: Standard
Range: See text
Target: See text
Duration: See text
Effect: Duplicate the effects of any 7th level or lower Strategy even if you do not know that Strategy and even if the action time of that Strategy is longer than a standard action. Stratagem Omnis's Range, Targets, and Duration are the same as the duplicated Strategy, and if the duplicated Strategy effects an Area, Stratagem Omnis has an Area that is the same.

Additionally, if you have 10 or more ranks in Spellcraft, or 17 or more ranks in Use Magic Device you may duplicate the effects of any 5th level or lower spell. If you have the required ranks in both you may duplicate the effects of any 6th level or lower spell. If you have the required ranks in both and also have 17 or more ranks in Knowledge (Arcane) or (Religion) you may duplicate the effects of a 7th level or lower arcane or divine spell respectively.

Footsteps of Doom
Strategy 9
Cost: 135VP
Area: 100ft emanation
As Tremulous Steps except that the hit point loss is 2 points per round per Fighter level and enemies are Exhausted and each of their actions have a 30% chance to fail. Unlike Tremulous Steps, this loss of hit points CAN reduce a creature to fewer than 0 hit points.
« Last Edit: January 13, 2011, 09:11:41 PM by bkdubs123 » Logged
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