Warrior Gambits

I’ve been mulling over martial encounter powers lately. While encounter powers are good at varying actions between rounds, they do encourage throwing out your strongest stuff until you’re down to grinding away with at wills.

On approach I came up with the use of “gambits”. Basically how they’d work is you’d declare them when making a weapon attack. If the attack hits, you get a minor perk and a free secondary attack based on the gambit used. It the initial attack fails, the target instead gets a bonus to defend against further that gambit for 1 round, as they’re on guard against it.

That should create an interesting flow overall. At around 50% accuracy, the player would be looking at a 50% chance of needing to change gambits, 25% chance of an at-will level hit, and a 25% chance of an encounter level hit. I’d have to work out the numbers, but that does seem to be a workable approach. Give the player 3 gambits to start and they’ll have a choice each round even when a gambit is down.

One potentially issue I see is that the chance of heavy hits gets really badly hit by low accuracy. To counter that, I might add a “feint” option. If you take that, a miss triggers the secondary attack instead of a hit. The result would be higher accuracy at the cost of removing the chance to double hit.


Martial Reactions

I’ve been tinkering with setting up a one-shot style game with emphasis on finding a hidden threat. While I puzzle that out, here’s a “mixer” idea I’ve been toying with for making fighter actions more varied.

Special Techniques

At 1st level, a fighter gains 2 flourishes and 2 reversals. As they advance, they may gain more of both.

Flourishes are special rider effects that can be triggered when the user hits with an appropriate attack. Only one flourish can be used be used per action. Each flourish also has a special feature that reduces its effectiveness is used too often, due to enemies adapting to and anticipating that flourish.

Reversals are similar to flourishes, but are activated when the user misses. As with flourishes, they are limited to one per action and lose effectiveness if overused.

Sample Techniques

Here’s how the above techniques might look in a 4e style format.

Deadly Threat
Free Action – Martial, Flourish
Your mighty blow puts your foe on the defensive, making it that much harder for them to fight back.
Trigger: You hit with a weapon attack with no other flourishes.
Effect: The target of the attack is distracted (-2 to all attacks) until the end of your next turn.
Special: If you’ve used this power since the start of your last turn, the target is only distracted until the start of their next turn.

Unstoppable Force
Free Action – Martial, Reversal
Your powerful strikes can break through the heaviest armor.
Trigger: You miss with a weapon attack with no other reversals.
Effect: If the failed attack would hit the target’s Reflex, you can still do half the attack’s normal damage. If not, you can push the target 1 square.
Special: If you’ve used this power since the start of your last turn, the target may shift 1 square as an opportunity action to avoid this power’s effects.

Published in: on August 17, 2012 at 6:09 am  Leave a Comment  
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Warrior Fundamentals

Sorry for the delay. Being sick this week has thrown me for a loop. Here’s a rough idea of the base I’d like to build the warrior / fighter’s offense out from. This lets the character pick a style that favors their abilities and ensures they get results every round.

Weapon Expert

Pick 3 weapon properties.  You are considered trained in any weapon that has at least one of these properties (granting access to its advanced properties).  If the weapon has more than one of these properties, you’re treated as having mastered it (granting access to its expert properties).

Advanced Strikes

Choose an attack technique.  The technique must modify a standard weapon attack.  Note that a given action can only benefit from one technique.

Brutal Impact

  • Target Action: A weapon attack made with a two handed or heavy weapon.
  • Attack Effect: If the attack does not use strength to hit, gain a strength based damage bonus.
  • Miss Effect: If the attack misses, the target suffers knockback damage.

Darting Assault

  • Target Action: A weapon attack made with a light weapon.
  • Attack Effect: You may use your dexterity bonus as your ability bonus when making an attack against armor.
  • Miss Effect: You can make a guarded step as a free action.

Cunning Feint

  • Target Action: A weapon attack made with a light weapon.
  • Miss Effect: The next creature to attack the target gets a bonus to their attack roll.
  • After Effect: You can use your intelligence bonus as your ability bonus to attack rolls against the target until the end of your next turn.

Draw Out

  • Target Action: A weapon attack.
  • Attack Effect: You can use your wisdom bonus as your ability bonus to the attack roll.
  • Miss Effect: You gain a defense bonus against the target’s attacks until the start of your next turn.

Vicious Assault

  • Target Action: A weapon attack.
  • After Effect: The target takes a penalty to attack rolls based on your charisma.

Relentless Onslaught

  • Target Action: A weapon attack made with a weapon in each hand.
  • After Effect: The target takes knockdown damage based on your constitution.

Future Development

The “advanced” and “expert” properties mentioned in weapon studies are a nod to the an idea I saw a while ago about basing the stats of weapons on the user’s skill level. On review, this feature goes as far back as the weapon mastery system in basic D&D. I like the idea that two masters are even footing even if one is wielding an unlikely weapon. As such, weapons that start with weak basic traits will likely be brought up to parity with top tier weapons once their expert properties are unlocked.

Next time, I’ll take a look on how to add “mixer” features that encourage more varied fights.

Published in: on July 18, 2012 at 10:24 pm  Leave a Comment  
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Warrior Redux

Last time I talked about some features I’d like to see in a dungeon delver’s bag of tricks. Today I’m like to show how those feature might be fleshed out. I’ll start by using the classic “fighting man” as the base.

Warrior Features

Weapon Training

Being trained with a weapon should bring the character’s ability to use that weapon up to a certain baseline and allow their ability to scale up as needed. I’d actually like the level of training to determine the degree of effectiveness while the weapon chosen determined how it does so. For example, a dagger and a battle axe might be equally effective given proper training, each just has different qualities that shape how it performs.

Defensive Training

This feature should ensure a certain baseline of protection while scaling up much like weapon training does. Currently, I’m toying with the idea that basic armor provides a certain minimal level of protection, but the players can create more potent armors by layering qualities onto it. The catch is that each quality that increases protection normally comes with a set back. Defensive training can remove those set backs, giving the character a net increase in their protection.

I may do something similar to support light or unarmored fighting styles. This may simply be a matter of adding traits that grant a bonus when a certain armor quality isn’t in use and capping the maximum protection bonus.

Stunt Expertise

The warrior should get start with a limited number of stunt effects they’ve mastered, such as knocking and enemy back or leaving them open to a follow up attack. When using a weapon to directly or indirectly perform the stunt, the warrior should be to reduce the “difficulty markup” for performing the stunt. This mark up covers any difficulty increase / use penalties applied because the action involved in creating the stunt seem difficult. The idea being an expert in a stunt can make it happen in nearly any circumstances. For example, a knock back expert can drive back even something larger and stronger than themselves by playing their blows right and taking advantage of the target’s movements.

At higher levels this should expand to letting the warrior pull off even legendary stunts without penalty. This includes opening up new stunts effects to master, such as breaking the ground with strikes. It should also allow the warrior to ignore increasingly large difficulty mark ups as previously impossible tasks start to loose meaning.

Strike Styles

This feature lets the user add a rider to their weapon strikes, with a limit of one per attack. Their main purpose is to keep things interesting even on a miss, so each style should have a special miss effect or grant an effect regardless of whether the user hits. These styles may also grant the option of using alternate attributes for accuracy and/or damage.

One interesting possibility is “pack leader” style which gives an ally a free shot when the initial attack misses.

Focused Abilities

This feature grants abilities either extra actions or the ability to augment other actions. However, each character can only use one focused ability per round, and most only once per round. Their purpose is to help support a certain play style or tempo. Possibilities for a warrior include:

  • Change Up: Boost the users actions so long as they keep attempting new maneuvers.
  • Follow Up: Grants a boost when using certain stunts on targets already suffering from certain conditions.
  • Gambit: Grants an extra or boosted attack of the enemy takes certain specified actions.

Heroic Recovery

The character can use this ability when damage would defeat them or drop them to 0 hp. The character immediately regain hp equal to their maximum value. Once used, this ability is exhausted until the character rests.

Most other classes should get a similar feature, but with roughly half the hp recover traded for another secondary effect. We can then link all such abilities to a shared pool, such as “resolve”. This effectively gives warriors extra hp indirectly (~1/3rd extra) while making it so multi-class character must choose between warrior toughness or the special perks of their other classes’ special abilities.

These abilities may also consume “stamina” which only recover after a longer rest. This couple give the GM the ability to wear down the party over repeated encounter while keeping “15 minute workdays” at bay by limiting the stamina they can burn through in a given battle.

Published in: on April 24, 2012 at 11:09 pm  Leave a Comment  
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Fighter Roles

In this post, I’ll be taking a look at the role Fighters have played in D&D as well as a few idea on how those roles could develop.

Basic D&D

Let’s start by taking a look at few choice quotes from the Rules Cyclopedia entry for the Fighter:

  • “A fighter is a human whose main ability is fighting skill.”
  • “fighters protect their weaker friends and allies”
  • “In group adventures, the fighters should stay in front and act as the “front line” in combat situations.”
  • “A fighter character should be able to use a variety of weapons.”
  • “Unless your conception of your fighter character limits him to one class of weapons, you should equip him with both hand-to-hand and missile weapons.”

This gives us a combat oriented character who protects allies by standing between them and enemies. This points to a “meat shield” role that’s been around single pretty close to the beginning of the game.

One reason this was so effective is many old school dungeons had a fair number of narrow halls or choke points which made it hard to go around the fount line.

Another factor that helps was the larger parties (supplemented by henchmen) that are popular in these games. This provides enough warriors to provide a solid front line and possibly a rear guard to protect the middle ranks very effectively.

Later Editions

The classes entries in AD&D and 3rd Edition D&D seem to make little mention of how the class is meant to operate.

However, as wide open spaces and smaller parties became more popular it did become harder for fighters to act an impassable front line. Indeed, in 3E they often ended up as specialist in a single combat trick such as charging or tripping opponents.

4th Edition

The next clear statement of intended class roles would show up in 4th Edition D&D.  This edition formalized four combat roles for player characters and assigned the “Defender” role to the fighter.  Defender features include:

  • High defense and hit points to minimize the impact of enemy attacks.
  • A “marking” mechanic and supporting feature to punish “marked” enemies when they attack allies.
  • Heavy use of melee ranged attacks.

The actual class entry for the fighter expands on this by saying:

  • “You are very tough and have the exceptional ability to contain enemies in melee.”
  • “Fighters are determined combat adepts trained to protect the other members of their adventuring groups.”
  • “Fighters define the front line by bashing and slicing foes into submission while reflecting enemy attacks through the use of heavy armor.”

Some of these features will seem very familiar. After all, the fighter is still acting as the front line and protecting allies.

One addition that stands out is the defender’s marking mechanics. Earlier fighter’s protected allies by blocking off terrain. In short, defense was by controlling territory. In contrast, marking singles out specific enemies to be influenced.

Another interesting point is the 4E fighter’s abilities are centered around preventing enemy movement through extra attacks. In fact, the only way for most marked enemies enemy to avoid suffering extra attack to stand right where they are and trade blows with the fighter. The fighter focuses a bit like a snare or bear trap and very effective in shutting down enemy movement.

Role Ideas

First off, it’s evident the fighter’s classic role is a combat oriented one. That’s not to say fighters can’t have other roles within the party, but all fighters should (as the name implies) have a strong combat role.

Second, that role should favor the classic “meat shield” position they’re so well-known for. In short, the fighter should be good at protecting allies by placing themselves between those allies and enemies.

While the 4E fighter has some good features for doing this, other options are worth looking into. For example, a given fighter might be good at intercepting enemies, pushing them away from allies, and/or interrupting their attacks.

In fact, fighters could specialize in interrupts and readied actions. Sudden interrupts could be very useful in countering enemies attacks. In contrast, having readied actions declared before hand can influence enemy actions as they may change their plans to avoid threatened punishment. These readied attacks can also be tied to allies or protected areas instead of or in addition to specific enemies.

Another useful option is to give fighter hits with useful control effects. For example, hits that stagger, pin, or slow enemies can be very effective in keeping enemies at bay. This can also be combined with other tricks. For example, a counter attack could inflict a penalty on the attack it interrupts.

On aspect I’d like to see played up is the fighter’s ability to act as a mastery of many weapons. A fighter who can engage enemies both at range and up close has a definite appeal. I also like the idea of making the fighter adaptable and an expert at countering and adjusting to match enemy tactics.

Published in: on June 28, 2010 at 9:09 pm  Leave a Comment  
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Fighter Combat Tricks

First off, Happy Father’s Day to all the dads out there. This is my first Father’s Day and I’ll be gaming as part of the celebration. Being married to a fellow gamer can work out nicely at times.

Anyway, on to the main topic. In this post, I’ll go over some ideas for adding special combat tricks and abilities to future fighters. Some of these draw on my previous post on combat pacing.

Stunt Mastery

If you’ve got a strong system for combat stunts in place, it’s an easy enough matter to make fighters especially practiced in these stunts.

A simple but flexible way to do this is let the character pick a stunt effect. When using that effect as part of a weapon attack, the character could reduce the accuracy cost by a certain amount.

Combo Maneuvers

The next step up is combining a specific set of stunt effects and trade-offs into a standardized combat maneuvers.

As with basic stunt effect, any character could attempt these maneuvers. However, a character that’s mastered them can do so at a reduced accuracy cost and thus pull them off more reliably.

These reduction could also get stronger at higher levels, allowing for more potent maneuvers and combos.

These maneuvers can act much like “at will” powers in 4E as most of them will grant minor special effects at minimal cost.


Another option is to use “stances” that the character can switch between as needed. Each stance would have it’s own set of perks and drawbacks. Ideally this would make each one better in certain situation, which in turn may make deciding which one to use into an interesting strategic choice.

Reactive Expertise

Another area the fighter could excel in is interrupting or reacting to enemy actions. The 4E fighter already has a trick like this where they can make an attack if a marked target takes certain actions. This could be adapted to things like using charges to interrupt certain attacks or knock enemies out of the way they move near allies.

One way this could be done is by expanded on readied actions. Perhaps the fighter could prepare conditional attacks without surrendering their primary attack for the round. Alternately, they might be able to get a secondary perk if the conditional perk isn’t triggered. These options would give the fighter some tools for encouraging enemies to do what they want, increasing their ability to control the battlefield.

Superior Hits

Another trick we can add is expanding on the critical hit mechanic. The idea is to insert random spikes in the character’s performance to make combat a little less predictable.

Let’s say a properly trained character can get a “superior hit” on an unmodified roll of 16+. That way roughly 1 out of every 4 rounds will have one of the special hits.

Alternately, we can have them triggered when the character hits by a certain margin. That approach does use a little more match, but it also makes the fighter even better against low level enemies.

When one of these hits is triggered, we can give the character free use of minor stunt effect or a more potent stunt effect as part of a trade off. As the character become more experienced, they can gain more options to use when superior hits occur.

Heroic Surges

While critical and superior hits cover random chance, a skilled fighter may be able to make his own opportunities.

On way of handling this is giving the fighter a resource that can be used once per encounter to turn a normal hit into a superior one. As the fighter gets more skilled, they may learn other uses for these resources such as turning a superior hit into a critical hit, taking certain extra actions, and shaking off wounds or other negative effects.

Additional uses of these resources could also be gained though certain actions or events. For example, a given fighter might become more dangerous when bloodied or when his allies are wounded.

Wrapping Up

This gives us a good number of options to choose from, though we’ll want to prune this down a bit for starting fighters.

One thing to keep in mind when adding these tricks is that’s it’s probably a good idea to favor breadth over depth. In short, it’s probably better for the fighter to have a wide variety of good options instead of one superior option. With one great option you run into the situation often seen in 3E where the Fighter would just have on specialized trick they repeat every round.

By the same token, weapon specialization should also be watched carefully. While there are warriors who mastered one weapon, there’s a similar amount of support for the idea of the fighter as a master of all weapons. Balancing the two approaches can be tricky.

Next time I’ll take look at combat roles. Until then, keep those dice a rolling.

Published in: on June 20, 2010 at 8:40 am  Leave a Comment  
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Fighter Revision Intro

Now that we’ve laid out some ground work, I’d like to return to the Fighter for a bit and take a look at what could be done with the class.

The 4E version of the class is well made and may be one of the strongest forms of the class to date. Heck, it may be one of the strongest classes in the game with solid item, feat, and power support.

However, there are a few oddities. Tying the fighter to the same power structure as almost every other class does bring up in world questions. The most common of these is why they can’t try certain maneuvers twice without resting. I wasn’t until psionics came out that they started changing up the power structure.

There’s also some feeling that characters can not try stunts without the appropriate power, which not everyone is happy about.

In this series I’ll be taking a look at how these issues and more might have been handled differently. The next post up should be on stunts and how they can be handled. In the meanwhile, I’ll be looking for suggestions and poking around the forums for what you folks would like to see from the class.

Published in: on June 7, 2010 at 7:43 am  Leave a Comment  
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Delver Evolution: Fighter Query

I’ve got the post up on rpg.net now. I’ve repeated a chunk of the first post here as it cover what I think is iconic about the class and what past features spring to mind readily.

What I want to look at next is where the class might go next. I’ve got some of my own ideas, but I’d like to see what occurs to you folks.

I think this boils down to a few questions:

  • What’s iconic about the class?
  • What features from other editions stand out as strong additions to the class?
  • What new features or options could the class pick up?

To me it looks like the iconic features include:

  • Durability – Through a combination or toughness (hp) and armor use, the fighter has always been amoung the hardest classes to drop.
  • Weapon Mastery – Whether it’s as a master of all weapons or a specialist in one, fighters excell at weapon attacks, often being among the most accurate classes.
  • Strength – This attribute has always been a big one for the fighter. In fact, it seems that back in OD&D the ability score itself mainly served to provide bonus xp for fighters.

I’ll go over interesting features from past editions later but things like anti-mook abilities, extra attacks, special maneuvers, strongholds, morale boosting, and maybe even dragon shooting (Chainmail) all seem promising.

Published in: on April 23, 2010 at 2:27 am  Leave a Comment  
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Delver Evolution: Fighter part 2

Sorry for the delay, I’ve had overtime every day this week and it’s been pretty draining. On with the show.

1st Edition AD&D

  • Hit die improves again to d10
  • Holdings now attract followers
  • “Exceptional Strength” is added as a Fighter exclusive ability
  • Allowed extra hp for very high (17-18) constitution
  • Multiple attacks per round become available against all targets , though even more attacks are granted against mooks
  • Gains more weapon proficiencies that other classes

The theme of being a tough guy continues here as fighter get extra hp al around.

Sadly, the only really new features at this point are both dependent on very high ability score. I’d not really fond of exceptional strength as they expanded the ability score table a few slots just for an ability that one in less than 200 character would have (using 3d6 to roll scores). It also creates a weird jump from a normal 18 to 19.

The extra hit point from extra constitution are a bit better, but it’s still a pretty lean class feature as it only kicks in with very high con while robbing perks from any other class with a similar score.

All the other stuff seems to just be adaptions or expansions from earlier editions. Weapon proficiency expands on the weapon mastery system of Basic D&D. Multiple attacks are opened up so they can be use on non-mooks. The stronghold at name level now grants follows automatically.

2nd Edition AD&D

  • Weapon specialization becomes fighter exclusive
  • Stronghold followers now include elite bodyguards
  • Warrior classes get worst non-weapon proficiency progression

Not much really stands out here. Weapon specialization brings a little more of the Weapon Mastery rules into AD&D while merging those rules with multi-attacks. The result is then made fighter exclusive.

This also seem to be the first case where the fighter start getting worse at non-combat skills than the other classes. The difference is pretty subtle, but it’s there.

Overall, this trend really isn’t appealing much. It looks like they’re pumping the fighter by cutting into other classes. Paying for it with non combat skills also all that thrilling as it seems to be making the fighter less versatile in general.

3rd Edition D&D

  • All classes get multiple attacks from Base Attack Bonus
  • Weapon proficiency becomes all simple and martial
  • Bonus feats replace strong weapon proficiency progression
  • Non-weapon proficiencies replace by fewer trained skills
  • Strong save become Fortitude

Here we are at the first big reboot by WotC. We’re actually fairly short on new features here. The most notable is probably the introduction of feats. Rather than pumping weapon proficiency slots into weapon specialization, Fighters get extra feats to flesh out their specializations. It’s a good idea. Too bad it tends to lead to hyper specialized one trick pony builds. The fighter has good from a master of all weapons, to a single weapon expert, and seems to headed toward even further specialization.

Another significant change is the fighter’s multi-attack shtick is now handed out to all classes, though warrior types still get the most attacks.

Proficiency in all weapon and armor is pretty much intact, though they’ll need to buy back some of the more unusual weapons.

The fighter’s non-combat skill are definitely on the low side here, both in terms of raw skill points and what they can be effectively spent on.

The stronghold building aspect gets decimated here, dropping down to a single Leadership feat.

4th Edition D&D

  • Defender role is formalized
  • Martial power source and associated powers are gained
  • Strength remains primary stat, with Wisdom, Dexterity, and Constitution becoming supporting stats
  • Plate armor proficiency is lost
  • Has lowest number of trained skills
  • Combat Challenge class feature make it dangerous to either attack anyone else while near the fighter or move away from the fighter
  • Combat Superiority makes it difficult to move past the fighter and makes shooting while they’re in melee range more dangerous
  • The fighter’s accuracy bonus is converted into Fighter Talents

The second reboot by WotC brings some interesting changes. The most notable of these is probably the power system. Fighters now get abilities that can only be used once per encounter and once pet day. This does help make fighter more dynamic, though some players find usage limitations hard to put in game world terms.

Combat Challenge and Combat Superiority both seems like new feature with a hint of older class features. Combat challenge seems to take the fighter’s multi-attacking and converts it into an ability that helps protect allies and punish movement. Combat Superiority shows a little of the fighter’s old accuracy edge, but add on movement blocking ability. Combined they make the fighter more of a spiky barricade than in earlier editions.

The oft mentioned role system actually doesn’t seem to be much of a change for the fighter. They’ve been charged with protecting weaker allies since Basic D&D. This seems to be more of a formalization of this trend. That being said, marking is a bit of a new angle as previously fighter seemed to defend more by acting as roadblock or living shield rather than trying to draw the attention of specific foes.

Annoyingly, the weak out of combat skills are still there, with Fighters being one of only a handful of classes with a mere 3 skill picks and no freebie skill.

Wrap Up

That bring us up to today. The class has had some significant changes but some themes seem to have stayed there though out. By this weekend I hope to get a thread up on rpg net about what those iconic features are and where we could go with them.

While that’s brewing, I’ll try getting another peak at Mezzo out. Right now I’m looking at how to introduce shared narrative control mechanics without having them over shadow the rest of the game.

Published in: on April 21, 2010 at 11:51 pm  Leave a Comment  
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Delver Evolution: Fighter part 1

Alright folks, while I do some mechanical tweaking on my other projects, here’s a look at where the fighter came from. It’s interesting to note that early on the fighter seems to have some anti-mook and crowd control ability in addition to their signature durability.

Chainmail – Hero Unit

  • 4 times the fighting ability and durability of a normal unit.
  • Immunity to morale checks
  • Boosts morale of allies.
  • Can shoot down dragons.

As mentioned earlier, the hero unit in Chainmail is probably the ancestor of the fighter class. After factoring out it’s squad dependent abilities, we’re left is the ability to fight with the strength and endurance of several normal men, great courage, the ability to inspire allies, and the ability to perform an exceptional feat.

Original D&D – Fighting-Men

  • Can use all magical weapons.
  • Limit access to other magic items.
  • At 9th level gains the title of “Baron” and income source if they build a castle.
    • This income can be improved with further investment.
  • Highest maximum hit die total.
  • Best fighting ability progression.
  • Best Save: Death Ray or Poison
  • Worst Save: Staves & Spells
  • Moderate starting xp requirements, roughly doubling every level
  • Gains extra xp for high Strength

The fighting man is basically high in combat prowess and durability but low in special abilities. Their access to magic weapons can bring more of these abilities to the table, but the other classes will gain a similar edge through their items. However, the fighting man’s high accuracy does make pulling off improvised attacks and combat stunts easier.

Their ability to invest in their holdings is an interesting point. The cleric can build holdings as well, but has no mention of being able to develop them further.

Basic D&D – Fighter

  • Hit die increases from d6 to d8.
  • The ability to use all weapons and armor (both normal and magical) becomes a class feature
  • Fighters begin with 2 special maneuvers and gains more at higher levels:
    • 1st Level: Lance Attack (mounted lance charge) and Set Spear vs Charge
    • 9th Level: Smash (accuracy penalty to add Strength score to damage), Parry, and Disarm
    • 12th Level: Multiple Attacks (only against enemies hit on a roll of 2+)
  • 9th level Fighters who choose not to build a castle can become paladins (lawful), knights (neutral), or avengers (chaotic).

The class description emphasizes this being the most survivable and solo friendly class, as well a being more front line types. It also says “fighters protect the weaker characters”, so the idea of the fighter as “meat shield” or defender may already be forming.

It’s also makes mention that fighters are intended to be masters of all weapons. Being a specialist in a single weapon is more a roleplaying limitation at this point.

While all weapons in the original set did the same damage, by the basic set we’ve got different damage for each weapon. As such, the fighter’s ability to use all weapons becomes more significant.

If optional weapon mastery rules are used, fighters get an few extra slot as they progress. However, by the time this kick in any character will have enough slots to max out mastery of at least one weapon.

Their special maneuver are interesting as a lot of them would continue on in later editions of the game. In fact, all but the weapon specific 1st level tricks would go all the way 3E in one form or another.

It’s interesting that multi-attacks are limited to enemies the fighter could nearly auto-hit anyway. This actually reminds me of some of the anti-mook abilities of the Hero from Chainmail. It does fit in nicely with cinematic fighters as they’re often portrayed as dropping mooks left and right.

The name level options are also a nice touch. The character is given a choice between developing a stronghold with it’s corresponding political power or entering a specialty sub class based on their alignment.

Published in: on April 17, 2010 at 1:45 pm  Leave a Comment  
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