Fighters-2010-08-15
Fighter Combat Options, Weapon Mastery, and Balance August 15, 2010
The problem is fighters can be boring to play. Level after level, they simply gain hit points and attack probability, without much else. The solution would seem to be to give fighters something extra--something that might give them a bit of customizability. And while we're at it, let's do some class balancing too. The following does not apply to games already using Weapon Mastery, as it solves the problem less gracefully. Furthermore, it replaces the Fighter Combat Options.
1) Combat Skills Every so many levels, fighters will gain the ability to learn a new skill for combat. After level 15 they will be able to learn Expert Skills (or Expert level mastery), at level 24 they can learn Master Skills. At any time, a fighter may choose to study a weapon according to Weapon Mastery (see below) in lieu of a skill. Starting at level 9, a fighter gains a new skill every 3 levels, i.e. 9, 12, 15, 18, 21, 24, 27, 30, 33, 36
Skills (level 8) * Bash – With this maneuver, the character attempts to bash his opponent with a shield in an attempt to stun the opponent briefly. A bash receives a -2 penalty to hit, and if successful, the opponent must make a Save vs. Paralysis or be unable to take action for one round. A bash maneuver counts as an attack.
Parry – Allows a fighter to block a small or medium sized weapon, and thrown missiles, with their own weapon. The player must make a counter “hit roll” (including normal to-hit bonuses). If the player’s roll is higher than the attacker’s roll, the attack is deflected. Thrown missiles are parried with a -2 to the roll. This counts as an attack.
Extra Attack (1) - Allows a fighter to make an extra attack per round. These are attacks, and do not give the fighter two full “moves” including movement, etc. They may be used for other combat options. The DM may also allow some movement (up to 5') between attacks.
Expert Skills (level 15) * Extra Attack (2) - (Same as above.)
Disarm – Allows a fighter to disarm an opponent of an armed weapon, using their own weapon. The player must make a hit roll using bonuses from both Strength and Dexterity. If the hit roll is successful, the victim must make a counter roll using bonuses from both Strength and Dexterity to avoid being disarmed. This counts as an attack.
Grip – This skill is not a maneuver, but gives the character a +4 bonus against being disarmed.
Smash – Allows a fighter to make a devastating blow, using both hands. This move suffers a -2 penalty to initiative, and a -2 penalty to hit. If successful, the fighter adds entire strength score to damage. This move is done in lieu of all attacks other attacks and maneuvers for that round.
Dual Wield – Allows a fighter to wield two weapons and make an extra attack with the second weapon. The extra attack makes hit rolls at a -4 penalty.
Dodge – The fighter receives a -4 bonus to AC vs one attacking opponent using melee or thrown missile weapons. The fighter must sacrifice one attack to dodge.
Master Skills (level 24) * Extra Attack (3) - (Same as above.)
Counter – Allows a fighter to make a counter attack after any attack is made. This is allowed in addition to fighter’s own moves, and happens on the opponent’s turn.
Circle – Similar to the theif’s backstab, the fighter attempts to circle around his opponent in battle and attack from behind. This cannot be achieved unless the opponent is distracted by other attackers, and only when there is room to move around. In such cases, the fighter may make his attacks with a -4 penalty to hit, but doing double normal weapon damage. The victim may roll 1d20 to avoid
Berserk – When going into a berserker rage, the fighter must be focused on one opponent, and may not attack other opponents. The fighter must then fight the opponent to the death–the rage lasts until either the fighter or the opponent is killed. While enraged, the fighter receives a +2 bonus to hit rolls, a +2 bonus to damage rolls, and two extra attacks per round, but suffers a +4 penalty to AC. The fighter may not parry, disarm, circle, or counter. Furthermore, the fighter can continue fighting and does not fall dead until reaching -10 hit points. If the rage ends with the fighter at zero hit points or lower, the fighter will collapse dead.