Merchant
2012-01-19, 08:52 AM
This is my first attempt at making a class or even fixing a class.
(Warning a bit long, but if you are patient you might see something quite decent)
Anyways. I came up with additional fix for the fighter as the way I think he should be. This is going to be stepping on the Monk's toes for now, but I think a Fighter should be able to fight well unarmed as well.
First off the idea is 'Training Points'. I got this idea from a boxing manga Hajime no Ippo, where they show how the main character trains and how it improves his body and how it helps him during his next fight.
I would like to see more diversity and more bang! when it comes to a fighter. I know about ToB but I'd like to keep it more natural growth than actual named techniques taught.
Saying that I also think martial arts should be added and each would give its own flavor and bonuses (This is manely for the Monk feel if one wants)
Boxing - Series of punches and combos each punch is learned seperately and tiers seperately from each other showing preference and attempt to create the perfect strike (jabs, straights, uppercuts, smash, flicker,
Karate-
Kick Boxing - bypass DR
Wrestling - grapple bonuses, grabbing bonuses, constrict
Judo - throws
Jujitsu - holds, pins, pain counters(physical penalties to grappling/simply fighting overall
Kung Fu -
Capoeira - using dance/tumble/balance to gain attack bonuses, tripping bonuses, dodge bonuses (never considered prone)
Before seeing the list I want to point out that each example would be tiered, meaning that the bonuses would increase. On top of that I want all the training bonuses to further stack and magnify the unarmed styles of fighting. And also be set of requirements so that one can't max out on damage dealing. For example for Wrestling you would need a number of points in upper and lower body strength(below)
Training Focuses List of Examples:(some may overlap but they may have different bonuses)
Lower Body - balance and vs bull rushes
maybe split bonues further ankles, calves, thighs
Upper Body - strength and/or + to damage, bull rushing
split chest(DR), back (increase lifting[good for judo, wrestling], shoulders (damage) etc,,,
Striking (choosing between accuracy and damage)
punching
hard - damage
quick - attack
kick
hard
quick
Pressure & Resolve (Im on the fence because it is sort of like intimidatation. But I think during a battle intimadation should always come into play when an attack hits or misses.[Yes i know about fights not lasting very long but shouldn't a life and death battle take a toll on the mind and body) Pressure would be the intimidation and resolve would be the will to fight it off and keep moving forward
Feints (I know it is already in play but I think a fighter should have more experience using them than most other classes.
Guards/Blocks (increase AC further)
Reflexes
Sidestep-Good to create openings for Technicians
Second Wind- I believe this is 4e territory so I hope it isn't taboo. I think fighters seem to pull strength and determination out of somewhere to push harder when others would fall
Counter - give AoO to deal more damage
Southpaw- for left handed people (advantages against Technicians[mentioned later])
Feats - would remain ( but a saw one class that allowed you to choose a style of fighting(feat wise) and get additional feats at certain levels (given you met all requirements.)
On top of that A person can pick how they expand their expertise
Brawler - fighting up close ready to take damage (DR (stacks with other DR gained through training)) & Extra HitPoints(Stacks with that feat that gives more hit points (for those fighters that don't care about dex)
Technician - counter striker. He moves, feints and dodges and waits for an opportunity to hit (extra damage d6's increase with points in technician and as well as points in the Counter skill.
All in all. Just about all these things have tiers and they stack. Though not everything will be numerical. Counter for example will give allow you to give an attack of opportunity but with a penalty to attack due to lack of experience. the Next teir would decrease the penalty. So what do you think?
Also I liked Realms of Chaos' idea for giving fighting skills depending on BAB. I know it complicates the fighter, but it is a bit too simple imo.
(Warning a bit long, but if you are patient you might see something quite decent)
Anyways. I came up with additional fix for the fighter as the way I think he should be. This is going to be stepping on the Monk's toes for now, but I think a Fighter should be able to fight well unarmed as well.
First off the idea is 'Training Points'. I got this idea from a boxing manga Hajime no Ippo, where they show how the main character trains and how it improves his body and how it helps him during his next fight.
I would like to see more diversity and more bang! when it comes to a fighter. I know about ToB but I'd like to keep it more natural growth than actual named techniques taught.
Saying that I also think martial arts should be added and each would give its own flavor and bonuses (This is manely for the Monk feel if one wants)
Boxing - Series of punches and combos each punch is learned seperately and tiers seperately from each other showing preference and attempt to create the perfect strike (jabs, straights, uppercuts, smash, flicker,
Karate-
Kick Boxing - bypass DR
Wrestling - grapple bonuses, grabbing bonuses, constrict
Judo - throws
Jujitsu - holds, pins, pain counters(physical penalties to grappling/simply fighting overall
Kung Fu -
Capoeira - using dance/tumble/balance to gain attack bonuses, tripping bonuses, dodge bonuses (never considered prone)
Before seeing the list I want to point out that each example would be tiered, meaning that the bonuses would increase. On top of that I want all the training bonuses to further stack and magnify the unarmed styles of fighting. And also be set of requirements so that one can't max out on damage dealing. For example for Wrestling you would need a number of points in upper and lower body strength(below)
Training Focuses List of Examples:(some may overlap but they may have different bonuses)
Lower Body - balance and vs bull rushes
maybe split bonues further ankles, calves, thighs
Upper Body - strength and/or + to damage, bull rushing
split chest(DR), back (increase lifting[good for judo, wrestling], shoulders (damage) etc,,,
Striking (choosing between accuracy and damage)
punching
hard - damage
quick - attack
kick
hard
quick
Pressure & Resolve (Im on the fence because it is sort of like intimidatation. But I think during a battle intimadation should always come into play when an attack hits or misses.[Yes i know about fights not lasting very long but shouldn't a life and death battle take a toll on the mind and body) Pressure would be the intimidation and resolve would be the will to fight it off and keep moving forward
Feints (I know it is already in play but I think a fighter should have more experience using them than most other classes.
Guards/Blocks (increase AC further)
Reflexes
Sidestep-Good to create openings for Technicians
Second Wind- I believe this is 4e territory so I hope it isn't taboo. I think fighters seem to pull strength and determination out of somewhere to push harder when others would fall
Counter - give AoO to deal more damage
Southpaw- for left handed people (advantages against Technicians[mentioned later])
Feats - would remain ( but a saw one class that allowed you to choose a style of fighting(feat wise) and get additional feats at certain levels (given you met all requirements.)
On top of that A person can pick how they expand their expertise
Brawler - fighting up close ready to take damage (DR (stacks with other DR gained through training)) & Extra HitPoints(Stacks with that feat that gives more hit points (for those fighters that don't care about dex)
Technician - counter striker. He moves, feints and dodges and waits for an opportunity to hit (extra damage d6's increase with points in technician and as well as points in the Counter skill.
All in all. Just about all these things have tiers and they stack. Though not everything will be numerical. Counter for example will give allow you to give an attack of opportunity but with a penalty to attack due to lack of experience. the Next teir would decrease the penalty. So what do you think?
Also I liked Realms of Chaos' idea for giving fighting skills depending on BAB. I know it complicates the fighter, but it is a bit too simple imo.