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rules:homebrew:d_d3.5:new_fighter

New Fighter

Because of the disappointing performance and design of the Fighter class of D&D 3.5 edition, I feel inclined to rethink the fighter class. All of this is just ideas and thoughts, some inspired by other writers.

Why design a new class?
Even in the early days of 3.5, the fighter (and to varies degrees other non-magical classes) have had their spotlight stolen and exploited by spellcasters. This is by no means a fact, as both spellcasters and non-spellcasters can be designed to work together and cooperate very well. But in the majority of cases I've witnessed, the martial characters rapidly falls behind in power and versatility as the player group progresses in levels. Spellcasters simply have too many options that alter the game in ways the martial characters cannot do, nor navigate through. Whether that is leaving the ground to fly, or laying down massive battlefield control, dominating the weak of mind, or just being untargetable, the spellcasters can negate the usefulness of martial characters completely with the right spell choices and builds. Why have a fighter in the party when you can conjure up a monster that is stronger and more versatile? Why have a rogue to open doors or sneak inside when you can cast Knock, Disintegrate and Scry?
There are more than the above mentioned reasons, but that would derail my work and be a whole nother topic worth for discussion. As for now, lets be content with the realization that fighters have been weighed, measured, and found wanting.

Design goal
To create a playable character class that utilizes no magic what so ever, to do varies jobs and fill varies roles in a D&D party. All abilities and granted features must be things that you can imagine a purely martial person being able to do. If along the way I deduct that this approach needs to be spread out among several different classes, I will do so and condense the essential features to each class. The class needs both active and passive abilities, and I want both of these choices to be important to the class every turn.
In the end, I hope to have designed a viable, entertaining and meaningful class that any fan of martial practitioners will enjoy playing.

Balance
Concerning the ability to deal damage, I would like this class to fall around what is normal for martial classes. It is known that a martial character can deal huge amounts of damage, if build correctly. Yet that damage is highly situational, when you need several factors to favor the martial approach. First of all you have to be able to reach the target. That can get quite difficult, when obstacles arise. Second, when you have reached your target, you are now in mortal danger of getting smacked by your opponent. Ranged characters don't suffer this problem nearly as much, and often have ways to negate their lack of physical toughness. In my opinion, this class needs ways to mitigate damage taken, and have ways to avoid it as well and maybe be able to regain some health lost once in a while.

Different approaches

I got a few ways I want to approach the issue of designing a new fighter class. These are not meant to be intermingling, and should be considered as stand alone approaches to design. If I deduct that some elements from each approach might work well together, I'll condense them into a single class design later.

The D.A.S.A.F approach (Different Ability Score Aptitude Focus)
The S.A.D approach (Single Ability Dependant)

Class Features

Alignment: Any
Hit die: d12

Weapon and Armor Proficiency:
The Fighter is proficient with all simple weapons and all martial weapons.
The Fighter is proficient with light, medium and heavy armor, and with all shields.

Level BAB Fort Ref Will Class features Maneavuers Stances
1st +1 +2 +0 +0
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1
4th +4 +4 +1 +1
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6

Commentary and collaboration section

Dennis:
Looks good, there are a few pitfalls to avoid, but the outline looks solid with one and a half exception.
It's important to be cautious about the warlord not becoming either too powerful or too passive, the 4e warlord was both.
A suggestion for “The Archer” if you want to keep him warrior oriented you could give him throwing maneuvres, or validate throwing in melee as a useful approach, possibly by giving him an option to negate AoOs for ranged attack in threatened range, and a nonstacking debuff on every target he hits.
I'm not too happy that each type is already keyed in with one of the six attributes, and I to me it sounds as if the inspiration comes from MMOs. If MMOs inspires you, the classes will feel MMO-y. Try every once in a while to sit back and picture a person with the profession you're designing.

I think I'd suggest starting with modelling only one of the approaches.

rules/homebrew/d_d3.5/new_fighter.txt · Last modified: 2019/05/14 17:48 (external edit)