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    Default The Soldier (Fighter Fix/Replacement) (WIP)

    The biggest issue with the fighter is that it had no identity, the soldier fixes that. The soldier is a person who has learned to fight through a military complex of some sort.

    Samurai, SWAT, and Knights are all examples of soldiers.


    The Soldier


    Hit Points, Proficiencies, and Skills: As Fighter Base Class (PHB)

    Level: Class Feature

    1: Soldier Archetype
    2: Fighting Style, Second Wind*
    3: Resolve
    4: ASI
    5: Extra Attack
    6: Improved Fighting Style
    7: Soldier Archetype
    8: ASI
    9: Indomitable* (1 use)
    10: Soldier Archetype
    11: Greater Fighting Style
    12: ASI
    13: Indomitable (2 Uses)
    14: ASI
    15: Soldier Archetype
    16: ASI
    17: Greater Resolve, Indomitable (3 uses)
    18: Soldier Archetype
    19: ASI
    20 Perfect Fighting Style

    Spoiler: * = Altered Class Features
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    Second Wind: Once per long rest when the soldier is dropped to 0 HP, and not killed outright, automatically heal 50% of your HP. Being taken to 0 must come from a battle and not from a safe fight.

    Indomitable: May reroll a failed save, this reroll is a con save. You may use this once per long rest, additional times at higher levels.

    Spoiler: Existing Class Featres (No Change)
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    Fighting Style: As Fighter 1 (PHB)
    Extra Attack: As Fighter 5 (PHB)
    ASI: As Fighter 4 (PHB).

    Spoiler: New Class Features
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    Spoiler: Resolve
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    Resolve: At level 3 all soldiers gain access to a reserve of energy from years of practice and exercise. This energy allows you to transcend normal limits.

    You gain a number of points equal to (1 + [1/2 Soldier Level, rounded up]). You may use resolve as part of another action. You may use resolve once per turn.

    You regain your resolve after a long rest.

    • Movement: May move additional feet equal to Con Mod + Soldier Level. This additional movement may be any speed that you have from nonmagical means.
    • HP: As an action gain temp HP equal to Con modifier. These do not stack with themselves or other temp HP.
    • Skill Contest: May replace modifier of skill comtest with your con modifier.
    • Damage: May replace 1 damage die with your con modifier.


    Spoiler: Improved Fighting Style
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    Improve Fighting Style: Choose the direction you take your fighting style. You gain two of the following choices.

    Offensive Fighting: Your base damage die/dice for any weapon increases by 1 step.

    Defense Fighting: Choose 2 types of damage (weapon or elemental), you have resistance to that damage.

    Skillful Fighting: Choose 2 skills, gain double proficiency with that skill

    Spoiler: Greater Fighting Style
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    Greater Fighting Style: Your fighting style improves depending on the style chosen at level 6. You gain two of the following which reflects your choices at level 6.

    Offensive Fighting: Your base weapon damage increases by another step.

    Defensive Fighting: Choose two additional damage types to gain resistance to.

    Skillful Fighting: Choose 2 more skills to gain double proficiency bonus to.

    Spoiler: Greater Resolve
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    Greater Resolve: At level 17 your resolve is renewed upon a short or long rest.

    Spoiler: Perfect Fighting Style
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    Perfect Fighting Style: You perfect your fighting style, choose one of the following fighting styles.

    Offensive: On a miss with a weapon attack you still make a deadly glancing blow, you deal half damage.

    Defensive: You are immune to critical hits, though they are still hits.



    Spoiler: Soldier Archetypes
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    Soldier Archetype: At level 1 choose your arechtype, your archetype exemplifies your training since you first became a soldier. At later levels you gain Archetype Features that show your continual training and dedication.

    You also gain a commanding officer of some sorts (King, general, or whomever). You may work for this NPC now, in the past, or however you and the DM fluffs the relationship.

    Eldritch Knight: Soldier that uses arcane energies

    Combatant: Hand to hand combat specialist

    Knight: Heavy Armored Soldier from the west

    Samurai: Armored Eastern Soldier

    Ninja: Soldier from the far east that relies on light armor, stealth, and shadow arts. Tend to use some weird weapons from huge swords to scythes to scorpian whips.



    Needs some math work most likely and some other tweeks but this is my first draft. Took the name resolve from the 13th age homebrew class vanguard.

    This will allow a simple soldier and more complex soldiers. Resolve doesn't even make you roll a die, you just have options to expand your base options.
    Last edited by CrusaderJoe; 2015-03-03 at 04:03 PM.

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    Default Re: The Soldier (Fighter Fix) (WIP)

    Soldier Archetypes (Spitballs!)


    Spoiler: The Samurai
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    1: Bushido: When you hit with a weapon attack you push the target back or to the side up to 10'. The creature must be within 30' of you.

    7: Fearsome Strike: When you hit with a weapon attack against a creature within 30' you may use intimidate as part of that action. You may use this once per turn.

    Additionally you add double your proficiency bonus to intimidate.

    10: Improved Bushido:

    Melee Weapon: By slashing the air when you have LoS and LoE to a target that has no more than 1/2 cover you may use melee attacks against them at a range of 20' with no penaly. You do not throw your weapon but cause a shockwave, the damage type may be slashing or bludgeoning whichever you choose.

    Ranged: When using a bow (not a crossbow) you don't need ammunition and your attacks deal piercing or bludgeoning damage. You may use a bow within a threatened reach without taking disadvantage.

    15: Flash Step: Your movements are graceful and powerful, you may, when you move, move anywhere you can see within your base speed instantly. You gain the additional benefits of flash step.

    You don't provoke OA
    You may move through creature's spaces
    May walk over liquids
    Ignore all difficult terrain

    You may break up this movement with your attacks.

    18: Perfect Bushido: If you hit with a weapon attack that exceeds the target's AC then the target is vulnerable to your damage.


    Spoiler: The Ninja
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    Ninja

    Level 1: Shadow Clone: As a bonus action you may make a clone of yourself. This clone has 1 HP, your weapon and cantrip attacks, deals minimum damage, has no bonus action, and may use skills in which you have proficiency in (but not other skills). When you create it you give it a task, it tries to complete the task to the best of its ability (you may control it or allow the DM to) and acts in your turn. You may have 1 clone at a time which last for 1 minute.

    You may Hide as a Bonus Action.

    Level 7: Shadow Bind: As an action you may extend your shadow and bind a creature within 15', this works as hold person. You may use this ability three times per short or long rest.

    Level 10: You may now create two clones when you use shadow clones.

    Additionally when you are in dim or dark light you may take an action to become invisible, you do not become visible again until you take an action, bonus action, or move.

    Level 15: Greater Shadow Bind: Shadow Bind now works as Hold Monster, can target creature within 30', and may target up to two creatures per use.

    Level 18: Shadow Death Grip: Once per long rest when you have a creature under your Shadow Bind you may use the shadow to snap the creature's neck (or kill it some other way). You use an action and if the creature has 100 or less HP you kill it outright. This doesn't break your concentration on any other creatures you have under the shadow bind.


    Spoiler: The Cavalier
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    The Cavalier
    Level 1: Once per long rest when you have advantage against the target or an ally within 5', you may make a cavelier strike. When you hit a creature with a strength based weapon attack you give the target level 1 exhaustion.

    This exhaustion may be removed with a lesser restoration spell or after 1 minute. Any other item or effect that removes exhaustion will remove this effect.

    Additionally you gain proficiency in Perform

    7: Gain Expertise in Perform, you have advantage on any save that would blind or restrain you.

    10: Cavalier Strike 2/ long rest, give target level 2 exhaustion.

    15: You have advantage against any effect that paralyze or stun you.

    18: Cavalier Strike 3/long rest, give target level 3 exhaustion.

    As a Cavalier you are flashy and deadly, your flashy attacks (Cavalier Strike) cause your enemies to be worn down. However due to the strain placed on your body you may only perform this attack a number of times per long rest before you must rest your body.


    Spoiler: The Shielded Avenger
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    The Shielded Avenger

    1: Throw Shield: You may attack with your shield, which a 1d6 versatile weapon with range of 30'. When you use the shield as a range weapon you may have it bounce back to you. When you get extra attack you may attack the same target twice with the same action (the shield bounces back between attacks).

    Donning and doffing the shield doesn't take an action.

    7: Shielded Maneuver: You may use the Disarm or Shove (push) maneuvers at range (or in melee) with your shield.

    10: Ricochet: When using your shield as a range weapon you may target two separate enemies.

    15: Deflect Attack: As a reaction when an attack misses your AC or you save against a spell that deals damage you may deflect the attack with your shield toward a creature within 5' of you. Treat this creature as a target of the initial attack or spell.

    18:


    Spoiler: The Pistole
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    The Pistole

    1: Duel Pistols: When using two 1 hand crossbow (or firearm) in each hand you may apply the two weapon fighting rules. You ignore the loading property of the hand crossbows.

    Also, anytime you attack with both hand crossbows a small instantaneous, harmless sensory effect, that makes your attack look pretty damn cool happens. This effect is limited to you and the space within 5' around you.

    7: Your jumping distance is based on your Dexterity score, not your strength score (if dexterity is higher than strength)

    10: When you move before you use two weapon fighting with your hand crossbow, you don't take disadvantage for targeting a creature or object with anything other than full cover.

    15: Gain a bonus to your hand crossbow damage equal to your Intelligence modifier.

    18:


    Spoiler: The Juggernaut
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    Juggernaut

    1: Unstoppable: While in medium armor, heavy armor, or wielding a shield and use the Dash action you gain advantage on Overrunning any creature whose space you move through on this turn.

    7: Elephant Stomp: You deal 1d4+Str Modifier damage to any creature you successfully overrun. Your speed increases by 10'.

    10: Unstoppable now works with tour normal movement, you need not use the Dash action (though it still works with the dash action).

    15: Elephant Stomp's base damage is 1d8+Str Modifier. Your speed bonus is now +20'.

    18: You are immune to the followimg: Forced movement from magic or non-magic abilities (though not any other effect or damage from the ability), difficult terrain (magical or not), and any effects that would stun or paralyze you
    .


    Small Change Log: Changed Archetype from level 3 to 1. The class gets defined as soon as you take the first level in soldier.

    So taking 1 level in Soldier can make you a Cavalier, Ninja, Pistole, Samurai, or whatever type of soldier you wish to become.

    All the spitball archetypes need to be tweeked still.
    Last edited by CrusaderJoe; 2015-03-03 at 04:30 PM.

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    Default Re: The Soldier (Fighter Fix) (WIP)

    At first look, the subclasses seem a bit overpowered. Obviously I haven't playtested them, but they really jumped out at me as being too much.

    The other critique I have is that the Ninja subclass just doesn't seem appropiate. A Fighter fights, and a Soldier fights too. I don't mind having an option to be a stealthy Soldier rather than a kick-the-door-down soldier, but thematically Ninja makes more sense as a Monk or Rogue subclass.
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    Default Re: The Soldier (Fighter Fix) (WIP)

    Quote Originally Posted by JNAProductions View Post
    At first look, the subclasses seem a bit overpowered. Obviously I haven't playtested them, but they really jumped out at me as being too much.

    The other critique I have is that the Ninja subclass just doesn't seem appropiate. A Fighter fights, and a Soldier fights too. I don't mind having an option to be a stealthy Soldier rather than a kick-the-door-down soldier, but thematically Ninja makes more sense as a Monk or Rogue subclass.
    No.

    A ninja is just as much of a soldier as a samurai, knight, or whomever else. Just because you are stealthy doesn't mean you have to be a rogue or monk subclass, hell with that way of thinking you would need to get rid of illusionist wizards and make them a rogue subclass since they have sneaky abilities.

    A soldier isn't just a brute, a soldier can be any of the basic types brute (knight), lurker (ninja), leader (warlord), or controller (combatant)(Eldritch Knight).

    Soldiers don't always kick the door down, sometimes they need to use tactics and get in get out with the target (be it an item or creature). A soldier is created by a specific military complex for their needs and their specialization comes from their archetype.

    As to the balance, yeah no clue how balanced they are. However do not balance these versus the fighter or even the rogue. These will be mid to high fantasy so you can't really compare them to those types of classes. Might be a longer process but the end result should be worth it.

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    Default Re: The Soldier (Fighter Fix) (WIP)

    You actually do need to balance them versus the Rogue, since 5E is supposed to be balanced across the board. If the Soldier is doing more damage than a sneak-attacking Rogue consistently, there's a problem.

    As for the Ninja, I think the issue is that it makes the Soldier too much a master generalist. The Eldritch Knight, for instance, has horrible spellcasting compared to a true caster or even a half caster, but the Ninja here can sneak pretty much as well as a Rogue without sacrificing much of anything in terms of Soldiery. (For instance, Ninjas still get their d10 hit die.) If there is a stealth specilization for the Soldier, it needs to be at a cost, rather than just pure bonuses, or it needs to be weak compared to true stealth specialists.
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    Default Re: The Soldier (Fighter Fix) (WIP)

    Every class is meant to fight technically. The question is in the specifics and manner.

    Either way I don't think ninja is appropriate given its emphasis on stealth based shadpw magic insteead of fighting. Ninjas no , matter what modern media would have you believe are never deployed to face armies or fight at all. They exist for recon stealth and assinstion and are expected to run at the first signs of danger.

    in short, ninja does not lend itself easily thematically nor does it fit in with the soirit of fighting nless you are refencijg Ninja Gaiden or Naruto.

    A better archetype name would be "commando" or "guerilla" too fill in the role of a stealth based fighter.
    Last edited by Almarck; 2015-02-23 at 11:47 AM.
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    Default Re: The Soldier (Fighter Fix) (WIP)

    I agree with Commando. Perhaps roll Commando and Combatant into one, for a stealthy fighter who doesn't rely on equipment?
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    Default Re: The Soldier (Fighter Fix) (WIP)

    5e classes are not balanced across the board, I would rather see these balanced versus the full casters than the no casters.

    Perhaps monk or paladin.

    But definitely not Fighter or Rogue, while rogue is the best designed class (non-caster) it is not on the same playing field as the full casters. Revolving around damage damage damage is just meh class design.

    Also, this ninja is less historical ninja and more... Extravagant ninja from either Final Fantasy, 8 Bit Theater, or Manga.

    Plus, a rogue really can be considered a Soldier. If I said it once, I've said it a million times, I have no clue why fighter/rogue was ever split up.

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    Default Re: The Soldier (Fighter Fix) (WIP)

    Because a rogue on a thematic sense isn't primarily focused on pitch combat whereas fighter is. In older editions I believe rogue was called theif., but its name was changed to make it sound less kleptomaniac.

    They were split up or rather theif was created to be independent of fighter to represent a specific archetype and skill set thatis more naturally closer to guile and subterfuge than traditional fighter because that's how it was back then. Simply put the early designers didn't feel the same way as you did and later designers carried the separation.

    Note that whole some twists on fighter and ranger will overlap, the fact of the matter is that fighters have always been beefy with rogues just being average in terms of toughness. This isnt just d&d either.

    granted I do understand where you're coming from but theres probably better names and themes than ninja as a fighter archetype. Maybe "shadow warrior"? Dull but it does fit in with the abilities you listed
    Last edited by Almarck; 2015-02-23 at 01:48 PM.
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    Default Re: The Soldier (Fighter Fix) (WIP)

    Quote Originally Posted by Almarck View Post
    Because a rogue on a thematic sense isn't primarily focused on pitch combat whereas fighter is. In older editions I believe rogue was called theif., but its name was changed to make it sound less kleptomaniac.

    They were split up or rather theif was created to be independent of fighter to represent a specific archetype and skill set thatis more naturally closer to guile and subterfuge than traditional fighter because that's how it was back then. Simply put the early designers didn't feel the same way as you did and later designers carried the separation.

    Note that whole some twists on fighter and ranger will overlap, the fact of the matter is that fighters have always been beefy with rogues just being average in terms of toughness. This isnt just d&d either.

    granted I do understand where you're coming from but theres probably better names and themes than ninja as a fighter archetype. Maybe "shadow warrior"? Dull but it does fit in with the abilities you listed
    Its less about saying that the rogue should be a subclass of fighter and more of having one class where you can be that classical fighter or rogue depending on your choices. In D&D you don't need that separation.

    If the problem is in the name then there is no problem at all. It's not like I'm calling it a Wizard (Illusionist).

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    Default Re: The Soldier (Fighter Fix) (WIP)

    I agree that the ninja is a fighter. But that doesn't necessarily make him a Fighter. I just think that if you take your average Soldier and your average Rogue, the Rogue would be closer to a ninja than a Soldier would be.

    I completely support the idea of refluffing the Ninja into some sort of Guerilla soldier, though.
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    Default Re: The Soldier (Fighter Fix) (WIP)

    Quote Originally Posted by somebody27else View Post
    I agree that the ninja is a fighter. But that doesn't necessarily make him a Fighter. I just think that if you take your average Soldier and your average Rogue, the Rogue would be closer to a ninja than a Soldier would be.

    I completely support the idea of refluffing the Ninja into some sort of Guerilla soldier, though.
    I'm not sure what refluffing would be needed, I'm pretty sure ninjas are always considered guerilla fighters.

    Except maybe in Naruto where they seem to be a mix of that and flashy boom sticks.
    Last edited by CrusaderJoe; 2015-02-24 at 01:43 AM.

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    Default Re: The Soldier (Fighter Fix) (WIP)

    Ninja were never fighters.

    Ever.

    Engaging in combat is the worst possible thing for a ninja to do. They were spies and scouts only. Ninja would be a rogue specialization, not for Fighter.
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    Default Re: The Soldier (Fighter Fix) (WIP)

    I agree with everyone here that the name Ninja is not appropriate for the theme of the Fighter.

    Fighters are decently hardy, damage-consistent battlers. They can fight on the front lines or pepper the air with arrows. At the end of the day, they out-stamina everyone. If anyone is left standing at the end of the day, it's the Fighter. Whatever they do, they stand with their heads held tall, always ready to face the next opponent.

    Ninjas are sneaky masters of subterfuge. They wait for just the right moment to pounce, pouring all of their power, skill, and resources in to a deadly strike. Otherwise, they flee and wait for the next prime moment. They need conditions to be just right. Whatever they do, they fight from the shadows, waiting patiently to their target to expose a vulnerability.

    The two are certainly contradictory thematically.

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    Default Re: The Soldier (Fighter Fix) (WIP)

    Quote Originally Posted by Leuku View Post
    I agree with everyone here that the name Ninja is not appropriate for the theme of the Fighter.

    Fighters are decently hardy, damage-consistent battlers. They can fight on the front lines or pepper the air with arrows. At the end of the day, they out-stamina everyone. If anyone is left standing at the end of the day, it's the Fighter. Whatever they do, they stand with their heads held tall, always ready to face the next opponent.

    Ninjas are sneaky masters of subterfuge. They wait for just the right moment to pounce, pouring all of their power, skill, and resources in to a deadly strike. Otherwise, they flee and wait for the next prime moment. They need conditions to be just right. Whatever they do, they fight from the shadows, waiting patiently to their target to expose a vulnerability.

    The two are certainly contradictory thematically.
    If people can't get past their own restrictive ideology of fluff then I don't care. I'm not making a fighter I'm making a soldier (which in turn is a fix to the fighter). Ninjas are a type of soldier, no matter what anyone says.

    It isn't going to change because there is absolutely no reason to change it.

    If you think the mechanics need work? Yeah I'll listen to that because perhaps they do, I don't know yet, but the fluff does not.

    It's like saying the Army has soldiers but the Marines do not because the Marines tend to use different tactics than the Army's soldiers. The Marines are just as much soldiers as the Army soldiers even if they use different tactics. Tactics does not disqualify you from being a soldier.

    A soldier is one that has been trained by a military complex. This includes all sorts of subtypes including ninja, Spartans, and anything in between.

    I really don't understand why people can't wrap their heads around this.

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    Default Re: The Soldier (Fighter Fix) (WIP)

    Quote Originally Posted by CrusaderJoe View Post
    If people can't get past their own restrictive ideology of fluff then I don't care. I'm not making a fighter I'm making a soldier (which in turn is a fix to the fighter). Ninjas are a type of soldier, no matter what anyone says.

    It isn't going to change because there is absolutely no reason to change it.

    If you think the mechanics need work? Yeah I'll listen to that because perhaps they do, I don't know yet, but the fluff does not.

    It's like saying the Army has soldiers but the Marines do not because the Marines tend to use different tactics than the Army's soldiers. The Marines are just as much soldiers as the Army soldiers even if they use different tactics. Tactics does not disqualify you from being a soldier.

    A soldier is one that has been trained by a military complex. This includes all sorts of subtypes including ninja, Spartans, and anything in between.

    I really don't understand why people can't wrap their heads around this.
    I suppose the issue may be that almost anything can be trained within a military complex.

    Warg Riders are definitely soldiers, and would also be Beastmaster Rangers.

    Masters of Martial Arts, i.e. Monks, can definitely be bred for war, and for a majority of martial arts that's what their martial arts was developed for. Ex: Muay Thai, Krav Magra, Jiujitsu, Ninjitsu, and Hapkido are all martial arts that were originally meant for conducting war, giving unarmed soldiers the ability to fight armed soldiers.

    Paladins can be made from a military complex; heck, that's precisely what that Paladin Order protecting the Gate in OOTS was! A military complex churning out paladins to protect the gate.

    Rogues can be trained from military complexes, except we'd call them Spies and Infiltrators (Solid Snake, anyone?)

    Even Magic Wielders can be militarily trained; the military finds magically gifted people at a young age and ships them off to military school. Ex: State Alchemists from Fullmetal Alchemists. They're basically the equivalent of magic users, and the grand majority of prominent alchemists are soldiers.

    A soldier that is a druid is something we'd call a Bioweapon.

    A soldier that is a bard is... well, this is a bit tricky. He could be an Officer, i.e. takes command, leads, emboldens, etc; but anyone could be an officer, really.

    A soldier that is a cleric is what we'd call a medic or a military chaplain.

    A soldier that is a barbarian is what we'd call a Commando.

    Now that I've gotten this far, it seems that the reason why there is no Soldier class yet there is a Soldier Background is because anyone can be a soldier, independent of class. All class abilities can be things trained by a military complex.

    It may be the case that people's perception of a ninja is not too narrow but rather the nature of a soldier is much too broad to be a specific class.

    Has it occurred to you that there is a soldier background?

    Hermit is a background as well, but odds are no one is going to make a class out of that.

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    Default Re: The Soldier (Fighter Fix) (WIP)

    Mechanically? The Fighter is not a sneak. They can learn to, with the right background, but the class itself is not a stealthy one.

    I understand you want to combine Fighter and Rogue (god knows why), which is fine for your Adventurer class. However, this is supposed to be a new class replacing the Fighter and just the Fighter, so by giving it stealth abilities on par with Shadow Monks and Rogues is making the Fighter "fix" more like a turbocharge on an already powerful class.
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    Default Re: The Soldier (Fighter Fix) (WIP)

    Quote Originally Posted by JNAProductions View Post
    Mechanically? The Fighter is not a sneak. They can learn to, with the right background, but the class itself is not a stealthy one.

    I understand you want to combine Fighter and Rogue (god knows why), which is fine for your Adventurer class. However, this is supposed to be a new class replacing the Fighter and just the Fighter, so by giving it stealth abilities on par with Shadow Monks and Rogues is making the Fighter "fix" more like a turbocharge on an already powerful class.
    First off, this is not the fighter.

    The fighter is a broken mess of not knowing what it is and lazy mechanics with sloppy archetypes.

    This is the soldier, a fix/overhaul/replacement to the fighter, but it is not the fighter.

    I've already combined the Rogue and Fighter into the Adventurer because as is there is no reason the Rogue and Fighter are two separate classes.

    The fighter as is, is just a bland striker who barely gets any options, interesting features, or special things. Even when you throw on the archetypes they don't do much better.

    The Soldier is not the fighter. The fighter is a mindless NPC worthy class that can do damage. The Soldier can adapt to their surroundings and actually be more than the class that "I move and attack" until the target is dead.

    This class (or any made) that changes the fighter would be considered turbo charged because the base fighter is so pathetic in its design.


    Edit: Also a shadow monk can move with their hiding ability, the Soldier can not. This is more like Predator's invisibility cloak where if he moves you can see him but if he stays still then he is practically invisible.
    Last edited by CrusaderJoe; 2015-03-03 at 03:41 PM.

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    Default Re: The Soldier (Fighter Fix) (WIP)

    Quote Originally Posted by CrusaderJoe View Post
    First off, this is not the fighter.

    The fighter is a broken mess of not knowing what it is and lazy mechanics with sloppy archetypes.

    This is the soldier, a fix/overhaul/replacement to the fighter, but it is not the fighter.

    I've already combined the Rogue and Fighter into the Adventurer because as is there is no reason the Rogue and Fighter are two separate classes.

    The fighter as is, is just a bland striker who barely gets any options, interesting features, or special things. Even when you throw on the archetypes they don't do much better.

    The Soldier is not the fighter. The fighter is a mindless NPC worthy class that can do damage. The Soldier can adapt to their surroundings and actually be more than the class that "I move and attack" until the target is dead.

    This class (or any made) that changes the fighter would be considered turbo charged because the base fighter is so pathetic in its design.


    Edit: Also a shadow monk can move with their hiding ability, the Soldier can not. This is more like Predator's invisibility cloak where if he moves you can see him but if he stays still then he is practically invisible.
    The Fighter is a knight. It's to the point. It's designed to be simple. Your "Soldier" is just all over the place. It stretches itself too thin, and it doesn't even stick to the theme. Plus, the Soldier is a background, because anyone who fights for an army could be considered a soldier. This is where your idea falls apart.

    And a ninja is not a soldier in any way, shape, or form. That's like calling a pistol a mortar launcher. Sure, they're related, but they're not the same thing.
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    Default Re: The Soldier (Fighter Fix) (WIP)

    Quote Originally Posted by Wartex1 View Post
    The Fighter is a knight. It's to the point. It's designed to be simple. Your "Soldier" is just all over the place. It stretches itself too thin, and it doesn't even stick to the theme. Plus, the Soldier is a background, because anyone who fights for an army could be considered a soldier. This is where your idea falls apart.

    And a ninja is not a soldier in any way, shape, or form. That's like calling a pistol a mortar launcher. Sure, they're related, but they're not the same thing.
    You are missing the point, the fighter as created by wotc is too generic (like the rogue actually), everyone else is specific with their fluff and what they can do. The fighter is NOT a knight, they just can generically fight. The paladin is the knight.

    Now at level 1 the Soldier knows who they are and will have special abilities that show they are who they are. At first level the Soldiemay be a Samurai, Juggernaut, or Ninja.

    Except a ninja is a soldier. Do they learn via military complex? Do they go to battle using weapons and tactics? Ninjas are soldiers just as much as a knight or samurai. Just because you use different tactics or magic doesn't make you any less of a soldier.


    Annnd I'm done with this fluff conversation. I've spent to much time dealing with this and I get wrapped up into it.

    Examples of Ninja being Soldiers

    http://turtlepedia.wikia.com/wiki/Foot_Ninja

    http://en.m.wikipedia.org/wiki/Naruto

    http://en.m.wikipedia.org/wiki/Ninja

    So yeah I'm done with the fluff, if you can't see how a ninja is a soldier, part of a military complex, then that isn't my fault.
    Last edited by CrusaderJoe; 2015-03-03 at 09:00 PM.

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    Default Re: The Soldier (Fighter Fix/Replacement) (WIP)

    Okay, so how about the mechanics? The Fighter, like the class or not, is pretty on par in terms of power compared to the rest of the classes.

    The Soldier, when compared to the Fighter, is a lot more powerful. What mechanics are you going to change in order to make it reasonably powered rather than overpowered?
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    Default Re: The Soldier (Fighter Fix) (WIP)

    Quote Originally Posted by CrusaderJoe View Post
    You are missing the point, the fighter as created by wotc is too generic (like the rogue actually), everyone else is specific with their fluff and what they can do. The fighter is NOT a knight, they just can generically fight. The paladin is the knight.

    Now at level 1 the Soldier knows who they are and will have special abilities that show they are who they are. At first level the Soldiemay be a Samurai, Juggernaut, or Ninja.

    Except a ninja is a soldier. Do they learn via military complex? Do they go to battle using weapons and tactics? Ninjas are soldiers just as much as a knight or samurai. Just because you use different tactics or magic doesn't make you any less of a soldier.


    Annnd I'm done with this fluff conversation. I've spent to much time dealing with this and I get wrapped up into it.

    Examples of Ninja being Soldiers

    http://turtlepedia.wikia.com/wiki/Foot_Ninja

    http://en.m.wikipedia.org/wiki/Naruto

    http://en.m.wikipedia.org/wiki/Ninja

    So yeah I'm done with the fluff, if you can't see how a ninja is a soldier, part of a military complex, then that isn't my fault.
    Ninjas were farmers. Naruto "ninjas" aren't even actual ninjas. If anything, they're sorcerers. Ninjas also weren't trained in military to be ninjas. Most were either peasants, or military officers who did a bit of sneaking on the side. Ninjas are not soldiers in the way that R&D researchers are not soldiers.

    That's like making a Sorcerer a subclass that has it receive its power from a foreign source.

    That's not a Sorcerer, that's a Warlock.

    A Fighter might be a bit generic, but your "Soldier" is a mess. You are giving it abilities that heavily infringe upon the other classes, it's too far spread out, and it has no idea what it wants to be.
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    Default Re: The Soldier (Fighter Fix/Replacement) (WIP)

    A lot of your subclasses are pretty obviously heavily "inspired" by various media, notably manga and superhero comics, with your "Samurai" being able to cut and move the air, your "Ninja" being Naruto Uzemaki, and your "Shielded Avenger" being a clear Captain America clone. I'm actually okay with that! However, if you want to make a subclass or a homebrew that mimics some of your favourite characters, please don't do it claiming it's a "fix" for a class you don't like.

    The Fighter -- and all the base classes, really -- seem intentionally generic to me. Generic abilities are the precise point of having distinct, but broad classes. Your complaint that the Fighter's only options are "Move and hit things" are completely valid... for the Champion Subclass. Battlemasters get some neat abilities to set up and knock down and Eldritch Knights are what happens when you can't decide between a Fighter's mundane power and a Wizard's arcane versatility.

    Your Soldier steps pretty heavily all over other class' niches with the arrogantly flimsy justification of "They learned it from military training! It's totally a soldier!".
    So, I'm going to format this for increased visibility:
    There is a reason "Soldier" is a Background.

    Any of the existing classes can easily be justified as a (former) member of a massed military force. Yes, even Wizards can be trained by Academies of War, and Warlocks can be rank-and-file infantrymen who forged a Pact as an act of desperation on the eve of battle. The player characters are SPECIAL. Not every soldier in an army is a Fighter, Fighter has always (at least, since 3E, as that's as far back as I've played) represented a cut above your typical footman. Fighters are Knights and Officers and Squad Leaders of Paragons of martial ability. Fighters get the chests full of medals and the shiny propaganda posters. Fighters inspire Soldiers. Soldiers *are not necessarily* Player Characters. Soldiers are just dudes with pikes and mass-produced tin helmets who have a vague idea of where to put the pointy end.

    Additionally, you don't even finish filling out your idea of "anybody trained as part of a military force". The Navy is clearly a military force and I don't see any "Sailor" or "Marine" subclasses available, or even anything that would vaguely approximate such abilities.
    There's a reason "Sailor" is a completely separate background from "Soldier".

    Samurai, by the way, might be better represented with a homebrewed Paladin Oath. "Oath of the Servant", maybe? Of course, you could just take the Knight variant of the Noble background, grab the Two-Weapon Fighting style, use a Longsword and a Shortsword as your daisho and roll up a Champion Fighter (choose Archery as your second Fighting Style!) or Devoted Paladin, but that would be silly.
    Last edited by Thanatos 51-50; 2015-03-03 at 10:27 PM.
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    Default Re: The Soldier (Fighter Fix/Replacement) (WIP)

    One word - Warrior. 'K, bye
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    Default Re: The Soldier (Fighter Fix/Replacement) (WIP)

    Okay, so some technical thoughts on the mechanics, if that's cool?

    I am sad you removed action surge, as that was one of the best things 4e did, and interesting that they allowed it only for Fighters in 5e.

    The Resolve thing has potential, but I have difficulty with the implementation: at the time you get it, at level 3, you can use it 3 times per long rest, right? To gain probably 3 or 4 temp hp (a bit meh, but it's for free], to move an extra 6' or 7' at level 3 (isn't this better divided into 5' increments?), replace a dump stat skill mod or to replace a damage die (this would potentially lose out for you most times wouldn't it, or at least be spending a resource to get an average result at best). I like its reliance on Con, and the versatility, although it is perhaps more complex than many classes' traits. But it's a bit too complex, I think.

    Your version of Second Wind has gone from a poor class feature to an outstanding one, certainly at higher levels. What about restoring up to quarter hp, especially considering there is no action requirement?

    With the Fighting Style upgrades, I would make only one of them upgrade a weapon's die - otherwise wouldn't it be a 2-handed longsword rolling a d20 for damage from lvl 11, or similar? I think the Skillful Fighting just piling on the expertise on skills from scratch is too much. And I would be tempted to make the resistances not be to elemental damage, but that's just me.

    Perfect Fighting Style is awesome!

    Regarding subclasses: as with others' comments, I would urge to step away with the Ninja from stepping on the Shadow Monk's toes. Should the Cavalier be renamed 'Swashbuckler', or something? I like the Shielded Avenger, but think maybe that these abilities should be made into a feat or something. I am trying to imagine a dnd adventurer hurling a spinning rectangular Roman scutum shield or a Norman teardrop-shaped one, and the thought makes me giggle!

    The Pistole is interesting, but I really love the Juggernaut one, and would want to use that a subclass for the existign Fighter class at the least, or something.

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