Fighter Stances

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Steveman
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Re: Fighter Stances

Post by Steveman »

So, this modification is turning Fighters into something akin to the Book of Weeaboo Faitan Magick's* Warblade?

I was just planning on creating a type of waylay/backstab-style special attacks that Fighter-types could use based on their weapon. Like Swords get a buttcap maneuver, hammers and axes get a type of overbearing, etc... I still need to put more thought into that...

Edit: *I did NOT intend to sound patronizing with that. I really do not know the name of that splat from late 3.5, I only know it by the 4ch/tg name for it. Sorry.
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Joe the Rat
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Re: Fighter Stances

Post by Joe the Rat »

Ah... no. Nonononono. The last thing you want to do is to give fighters the same power mechanics as magic users.
The dailies were more of a game balance mechanic - you have this neat trick, but you can pull it off a limited number of times for narrative reasons.

That is not to say that they can't have some sort of "exploit pool," where they can pull off stunts successfully a limited number of times, or use different "levels" of difficulty. But preparing specific maneuvers out of a repertoire feels off. It's like saying "Hmmm, I think I will make it a point to use my disarming riposte twice today, and not use Bonetti's defense. Hopefully I won't be fighting on rocky terrain."

(If you have to think of it in magic using mechanics: Sorcerers, not Wizards)
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MedievalMan
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Re: Fighter Stances

Post by MedievalMan »

If anyone cares Akratic Wizardry did a much better job with this concept than I did. I have been thinking about converting it to BF if anyone has any interest. Its pretty cool.
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shadowmane
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Re: Fighter Stances

Post by shadowmane »

Wouldn't all this be covered under Monk, though? The only place I've seen this implemented is in K-Slacker's Dwarven Glory RPG. And even there, the character class is a monk type, not just a fighter.
Last edited by shadowmane on Fri Jul 13, 2012 9:22 am, edited 1 time in total.
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MedievalMan
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Re: Fighter Stances

Post by MedievalMan »

I am working on a much much better version along the same line as these old ideas. Their called fighting styles and they do a good job (in my humble opinion) of differentiating fighters from one another without adding crazy power to the game.
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MedievalMan
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Re: Fighter Stances

Post by MedievalMan »

So here is the better version I have been working on. Big shout out to Joe who helped me every step along the way from the very beginning. My thanks friend.

Anyway these are supposed to simply help fighters differentiate themselves from one another and are supposed to be simpelr than say, using a quasi-class. Of course role playing is the most important distinction between characters and no ability can ever substitute good role playing. So with that in mind fighting styles.

Fighting Styles
Using these optional rules a Fighter at first level chooses one of the fighting styles from the list below. Once this choice is made it cannot be changed.

Archer: The fighter is a master archer able to fire multiple arrows at a time with ease. When the fighter is wielding a bow (short or long) he may attack twice in one round. These attacks occur simultaneously, he takes a -2 penalty to both attack rolls. He may target one enemy with both shots or may target two separate enemies who are no more than 20' apart.

Berserker: The fighter is no civilized warrior, and can fly into a terrible frenzy to defeat his enemies. Once per combat the fighter can fly into a berserk frenzy. He gains a +2 bonus to melee attack and damage rolls but suffers a -2 penalty to his AC while berserk. A berserk frenzy lasts a number of rounds equal to five + the fighters Constitution bonus. Afterwards, the Fighter is exhausted, taking a -2 penalty to all actions. One hour of complete rest eliminates the exhaustion.

Brawler: The fighter is no trained soldier, he learned his combat techniques in the back alleys and slums of the world. The fighter takes no penalties when fighting with improvised weapons and gains a +2 bonus to attack rolls against an enemy who has at least two of the fighters allies adjacent to it.

Martial Artist: The fighter has mastered one of the many martial arts fighting styles and has honed his body into a deadly weapon. The fighter can deal 1d6 points of lethal damage with only his fists and feet. The fighter may also add his Wisdom bonus + 1 as a bonus to his AC when unarmored. In addition the fighter is capable of striking opponents with his feet and fists that are normally only capable of being hit with magic weapons. The fighter is limited to the magic-user list of weapons and is not proficient in the use of any type of armor or shields.

Mounted Warrior: The fighter has been trained to fight effectively from the back of a mount. While mounted the fighter gains a +1 bonus to attack rolls vs unmounted opponents. In addition on a charge the fighter is capable of entering, attacking and withdrawing from melee combat without suffering a parting shot, so long as they do not exceed their mounts normal movement rate.

Pikeman: The fighter is well trained in the arts of fighting with reach weapons. While the fighter is wielding a 2 handed spear or polearm he may attack foes up to 10' away. In addition the fighter gains a +1 bonus on attacks made as parting shots and a +1 bonus to attacks made against mounted characters.

Quick Draw Master: The fighter is the master of the draw cutting down opponents before they are prepared. Against a single designated opponent that hasn't acted yet in combat the fighter gains a +2 bonus to hit and deals an extra weapon die of damage. The fighter can only perform one quick draw per combat. In addition the fighter also gains a +1 bonus on attack rolls with swords.

Shield Master: The fighter is a master of using the shield to block attacks. The Fighter gains an extra +1 bonus to AC while wielding a shield. In addition the fighter may use his shield to bash his enemies. He deals 1d4 points of damage with a bash attack (or 1d6 points of damage if heavy shields are used).

Skirmisher: The fighter is an expert at using thrown weapons and can hurl them farther and more accurately than other warriors. All thrown weapons used by the fighter have their base range increased by +0/+10/+20. In addition the fighter gains a +1 bonus on attack rolls with thrown weapons.

Sniper: The fighter is an expert shot with the crossbow, being able to fire and reload faster than most warriors. The fighter can reload a crossbow faster than normal allowing him to fire a light crossbow once per round (rather than once per two rounds), and a heavy crossbow once per two rounds (rather than once per three rounds). In addition the fighter gains a +1 bonus to attack rolls made with crossbows.

Staff Master: The fighter has become expert in the use of one of the simplest of all weapons, the humble staff. When the fighter is wielding a quarterstaff he is treated as if he were duel-wielding. The primary attack deals 1d8 points of damage while the offhand attack deals 1d6 points of damage. In addition while the fighter is wielding a staff he gains a +1 bonus to AC.

Swashbuckler: The fighter prefers quick movement and agility over the use of heavy armor. So long as the fighter is wearing ‘light’ armor (leather armor), is not using a shield, and is not wielding a large sized weapon, the fighter may add his Intelligence bonus as a bonus to his AC. In addition when facing an opponent who has no other characters other than the fighter adjacent to it, the fighter gains a +2 bonus on attack rolls vs that opponent.

Weapon Specialist: The fighter has trained almost exclusively with a single weapon. Fighters can choose to specialize in the use of a single specific type of weapon, such as a longsword, maul, or heavy crossbow. The fighter gains a +1 bonus to attack rolls and a +2 bonus to damage rolls when wielding that weapon.
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SmootRK
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Re: Fighter Stances

Post by SmootRK »

I started on these options but figured I would share them over in this thread as well. These address Fighter Coordinated Tactics:
MedievalMan wrote:Ah well they still seem strong for a 1,500 exp progression especially when compared to the stock Fighter. Poor guy gets the short end of the stick every time. That's why I am thinking about allowing Fighting Styles into my game. To make fighters feel appreciated.
I heartily agree that Fighters need something extra in BFRPG (or B/X for that matter). Fighters fight, so having Specialization from Combat Options is a must for me. I also like the idea that Fighters can get some coordinated tactics.
For instance, stuff like :
Shield Wall, Two or more fighters with shields can work together to add some extra AC bonus from their companions. A Fighter gets +2 AC from each additional adjacent warrior (2 max duh, one on each side), but gets a -1 to attack with anything other than a spear or pole-arm weapon. If three fighters work together, the ones on each end get +2 AC, one in center gets +4 AC bonus. Works especially well if the fighters can form a ring (minimum, 4 such shielded warriors - each gets +4 AC bonus)

Back to Back Fighting, each fighter gets +2 AC bonus because he need not worry about flanks as much and can focus on his frontal attackers.

Defend the 2nd Rank The frontal Fighters (shielded and usually heavily armored) give additional +2 AC bonus to the 2nd Rank (usually archers), because they are actively fighting defensively and deliberately blocking attacks aimed at the 2nd Rank Characters.
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