Alright I am going to start with arguably the simplest, most straight-forward class: the fighter or in our case the Warrior. Now, this is a class that almost everyone has played at least once and loved for the first five levels before growing to hate their decision by the game's end. Why is that? Because the only thing a fighter is good at is ... well, fighting. So how do we make the fighter more than just a fighter, how do we make it a very enjoyable character to play?
Well first off, let's look at what all fighters get: high attack bonuses, high HP, ability to use all weapons and armors. And that's really all they get right out of the box.
Okay, we can work with that I guess.
Here's what I think fighters should get:
- Ability to use any/all weapons and armor with little/no penalty
- Ability to dual wield with minor penalty
- Slightly higher HP (+5?)
- Higher chance of critical hits?
- +3 to Acrobatics, Athletics, Handle Animal, and Heal
There that takes care of the general idea of being "better than average" at combat.
Now what about some other things that he can do to make himself more useful to the party?
-What about the ability to sunder almost anything? Think about it: the rogue fails the lockpick check on the chest, breaks his lockpick. "Well shit guys, I guess we don't get the treasure." Fighter walks up and pats the rogue on the back, "Take a step back." He then proceeds to chop the treasure chest in half. This also works on doors
- What about the ability to make the terrain in the area around him difficult terrain, essentially the warrior is so good at combat he could bottleneck a hallway or a mountain pass, preventing enemies from passing him without a great amount of trouble.
- What about the ability to take damage from someone next to him, essentially he can free step in front of the Mage so the Mage won't take the damage and can finish casting his spell.
- What about the ability to use makeshift weapons without penalty? Like Jason Bourne.
- What about the ability to block/catch arrows and various other missiles aimed at them, or others near him?
- What about immunity to any sorts of fear effects?
- Ability to ignore going down on a condition track for a certain amount of time?
All these are things to think about for the Warrior to make them more than just combat junkies, granted, they should be good at combat, but we need to make it to where they aren't only usable in combat. However their primary purpose should be distracting and tanking, bringing all the enemy fire towards them so that the other players can bring their special talents to bear.
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