A Man In Black RPG Superstar 2010 Top 32 |
Sigurd |
IN original D@D, the fighting man gave up nothing to elf, cleric or magic-user, because the Fighter reigned supreme...
I have read your opinions on this before and I can hear where you are coming from.
I am curious though if there is a game system that _you_ think has got its balance right or is D&D 1E still the game to compare too?
What version of the game, or alternate game system, do you play?
Sigurd
PS. Sorry for the intrusion. If the board allowed private messages I would have gone that route.
WarColonel |
I would take a page out of the Iron Mage and do specialty trees like this, with offensive and defensive bonuses geared toward certain areas, as well as special abilities that fit the theme:
( - name - offensive; defensive; gear set-up; special)
- Brawler - trip/grapple; touch AC; light armor/light weapon/shields; close-quarter combat/flanking
- Lancer - reach weapons; preventative abilities; mid-heavy armor/reach weapons; counter-charging
- Skirmisher - disarm/feint; flat-footed AC; light armor/single weapons; close-quarter combat/flanking
- Weapon Master - weapon group; counter attacks/parrys; mid-heavy armor/any weapons/shields; weapon tricks
- Archer - ranged weapons; concealment; light armor/thrown weapons/ranged weapons; ranged combat maneuvers
- Defender - bull rush/overrun; AC bonus/penalty reduction; armor/shields; speed increase
Plus there is always the Mage Hunter, the Protector, the Warlord, and the Master Thrower.
The WM is the most generic. The other builds will grant better bonuses in specific situations. The standard fighter gains +attack/+ac because it needs to keep up with other classes. Giving a player big bonuses in specific situations isn't much of a detriment, and feat selection will make the builds able to handle 2-4 jobs easy anyway.
The Speaker in Dreams |
Aelryinth wrote:IN original D@D, ...
Stands and applauds in break room
*also stands to applaud and salute!*
Honestly, it would be a *small* thing to just rip the extra attacking potential fully away from any non-melee class build as a house rule. Most of those things can be done in house-rules again, with no problem and it'll *almost* fix things. But - probably best for another thread, no?
I like this idea here (directed here by Kirth).
I've got my own take/approach going on and you *might* find it useful as well. I actually started this stuff a while back, but only recently discovered the forums here and figured I'd toss it up for use/review/whatever.