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8 months ago ::
Oct 11, 2012 - 5:58PM
#671
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Date Joined:
Jan 15, 2009
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Oh and jump distances should give a clue as to how to enable some more extreme stunts ... enable higher attributes. (something which works at whatever complexity of class that you might desire).
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8 months ago ::
Oct 11, 2012 - 6:02PM
#672
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Date Joined:
Feb 19, 2009
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I figured if you tied it to level, then you wouldn't have to take them in any particular order. You could take "Mighty Leap" right at 1st level rather than waiting until it seemed "appropriate", because it would scale so that it's always appropriate.
Though really, if you are hoping to use it to fight flying monsters like Dragons, even at 20th level it only gets you 50 feet in the air.
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8 months ago ::
Oct 11, 2012 - 6:06PM
#673
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Date Joined:
Jan 15, 2009
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Give the melee fighter a protect/parry bonus CS dice against attacks which are launched from further than 50 feet so the enemies attacks from out of my throwing range are bad enough that in effect they cant reach him with there favored attack and he cant reach them from out there either.
The bonus CS die should even be applied to every attack (effortless deflection) so the arrows of minions dont ever seem to hit ... could seem like the honor bound hero is protected by the divine.
Most melee enemies can make passing fair thrown attacks and Most deep range enemies can use those when pulled in a bit closer (so in effect it puts him on more even ground).
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8 months ago ::
Oct 11, 2012 - 6:48PM
#674
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I do like the idea of a bonus effect for parries/counters against ranged attacks.
So you can build a melee fighter SO GOOD at intercepting incoming ranged attacks that enemies have to close with him to be effective.
But I also want to see a fighter jumping up to hit dragons, in a module. So if you don't like it you don't have to have it in your game, but done so that WE can have it in OUR game.
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8 months ago ::
Oct 11, 2012 - 6:54PM
#675
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Date Joined:
Feb 19, 2009
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"So you can build a melee fighter SO GOOD at intercepting incoming ranged attacks that enemies have to close with him to be effective."
Hmmm. Ability to deflect missile attacks, mighty leaping, can do things no normal human can do.
*slaps forehead* Of course!
D&D needs Jedi!
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8 months ago ::
Oct 11, 2012 - 6:57PM
#676
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Date Joined:
Jan 15, 2009
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I do like the idea of a bonus effect for parries/counters against ranged attacks.
So you can build a melee fighter SO GOOD at intercepting incoming ranged attacks that enemies have to close with him to be effective.
Note wizards with there missile protection are historically coming in around the same time flying is so the wizard could be making him self at range and immune to most ranged attacks
When I am advocating some of these things... its not just because they might be cool. Its also because without them the fighting man fades in to lame.
But I also want to see a fighter jumping up to hit dragons, in a module. So if you don't like it you don't have to have it in your game, but done so that WE can have it in OUR game.
Right I just figure the elegant way to get the higher jumps and extreme feats is to start with attribute boosting...
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8 months ago ::
Oct 11, 2012 - 6:58PM
#677
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Because that's the ONLY source for fighters parrying ranged attacks.
Moderated by
ORC_Arjac
on Oct 11, 2012 - 07:19PM
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8 months ago ::
Oct 11, 2012 - 6:58PM
#678
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Date Joined:
Jan 15, 2009
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*slaps forehead* Of course!
D&D needs less mockery!
Fixed that for you....
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8 months ago ::
Oct 11, 2012 - 7:01PM
#679
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I do like the idea of a bonus effect for parries/counters against ranged attacks.
So you can build a melee fighter SO GOOD at intercepting incoming ranged attacks that enemies have to close with him to be effective.
Note wizards with there missile protection are historically coming in around the same time flying is so the wizard could be making him self at range and immune to most ranged attacks
When I am advocating some of these things... its not just because they are cool.
Exactly.
And this is the kind of thing I WANT Fighters to be better at than Wizards.
But I also want to see a fighter jumping up to hit dragons, in a module. So if you don't like it you don't have to have it in your game, but done so that WE can have it in OUR game.
Right I just figure the elegant way to get the higher jumps and extreme feats is to start with attribute boosting...
The issue with that approach is the bonuses to hit and damage which come along with attribute boosts.
Those start having issues with bounded accuracy.
Though, I AM wary of the concept that "bounded accuracy" is an issue ONLY for mundane classes while casters sidestep it completely thanks to spellcasting being designed around totally different mechanics.
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8 months ago ::
Oct 11, 2012 - 7:02PM
#680
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Date Joined:
Jan 15, 2009
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I do like the idea of a bonus effect for parries/counters against ranged attacks.
So you can build a melee fighter SO GOOD at intercepting incoming ranged attacks that enemies have to close with him to be effective.
Note wizards with there missile protection are historically coming in around the same time flying is so the wizard could be making him self at range and immune to most ranged attacks
When I am advocating some of these things... its not just because they are cool.
Exactly.
And this is the kind of thing I WANT Fighters to be better at than Wizards.
But I also want to see a fighter jumping up to hit dragons, in a module. So if you don't like it you don't have to have it in your game, but done so that WE can have it in OUR game.
Right I just figure the elegant way to get the higher jumps and extreme feats is to start with attribute boosting...
The issue with that approach is the bonuses to hit and damage which come along with attribute boosts.
Those start having issues with bounded accuracy.
Though, I AM wary of the concept that "bounded accuracy" is an issue ONLY for mundane classes while casters sidestep it completely thanks to spellcasting being designed around totally different mechanics.
absolute effects.. instead of things tied to accuracy... ahem.
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