SakeTami
laserllama
laserllama

patreon


Totally not an Alt Fighter Update (Seriously)

Hey all,

Been doing a lot of thinking about how my "Exploit Classes" work and I wanted to show you a few ideas I'd been kicking around for my "Totally not Fighter Class". No commitment to making any of these official, just thought you might like to see some of my mad behind the scenes musings!

Let me know what you think in the comments or over on Discord!
~laserllama

Exploit Die:
The Armsman (Totally not the Fighter) gets one Exploit Die per turn. At 1st level, they can simply add this d4 to a weapon attack or damage roll. Eventually, at 2nd level, you learn various Martial Exploits which require the use of your Exploit Die. Still limited to one per turn though.

Fighting Styles:
The Armsman (Totally not the Fighter) starts off knowing two Fighting Styles, which they can switch between as a bonus action. You learn more as you level, but you can only ever have one active Fighting Style. Is this fun? I think it would be!

Tactical Skill:
Unlike the Fighter, the Armsman (Totally not the Fighter), does not have any Exploits that give them a bonus to ability checks. Instead, at levels 3, 6, and 9, they either gain proficiency in a new Armsman Class skill, or they add their Exploit Die to a skill they are already proficient in.

Extra Attack:
The Armsman (Totally not the Fighter)'s Extra Attack is a bit different, in that it allows an Armsman to still make a weapon attack with a bonus action if they Dash/Disengage/Dodge. Cool? Fun?

Know Your Enemy:
The Armsman (Totally not the Fighter) makes use of the new (?) Study action to learn actually (hopefully) relevant and helpful information about their foes.

Action Surge:
The Armsman (Totally not the Fighter) can use Action Surge additional times at the cost of levels of exhaustion - I recommend using the OneDND playtest Exhaustion rules, but I'm not your parent so I can't make you do that.

Totally not an Alt Fighter Update (Seriously) Totally not an Alt Fighter Update (Seriously) Totally not an Alt Fighter Update (Seriously) Totally not an Alt Fighter Update (Seriously) Totally not an Alt Fighter Update (Seriously) Totally not an Alt Fighter Update (Seriously) Totally not an Alt Fighter Update (Seriously) Totally not an Alt Fighter Update (Seriously)

Comments

Exactly!

David-sun provencher doucet

I like it in-combat as a way of making the Fighter the true master of fighting. I don't like getting rid of skill exploits though. I feel like your original system really elegantly solves one of the main issues of martials- what do you do outside of combat? This seems like a step back into the old model of the fighter being left out when there's a non-combat scene. At the very least, allow the skill dice to be to any skill, not ones on the fighter class skill list. The fighter skill list is basically useless for conversations/RP scenes, which is a big part of most campaigns. It also doesn't really make in-fiction sense- you can't be an inspirational leader as a warrior (Persuasion), or a keen judge of people (Insight), or an expert in fighting the ever-present monsters in a D&D world (Arcana, Religion, or Nature)?

PotatoGolem

I'd love this bundled as a pdf

LeoHere

Glad you like it! I keep meaning to order Valda's - haven't gotten around to it though. Believe it or not, I've never read PF1e! I've watched some videos on 2e, but the PF2e Player's Handbook is also on my list of books to pick up and read soon!

laserllama

I get the impression, perhaps incorrectly, that you take some inspiration from the class design in PF1E. My current obsession with Wrath of the Righteous may inform this assumption. That said, I wonder how the Armsman could be differentiated from the Fighter to form a new class. As presented it is a tweaking of the Fighter. If you plan to stay in the 5e/5.5e design structure perhaps the Armsman could be a "summon/minion" class where they have a squire/apprentice they can use exploits through or do "combos" with. Perhaps flanking is a bonus exclusive to the Armsman and their Apprentice (flanking being the worst optional rule everyone uses). The Armsman may be personally weaker than the Fighter but with their companion they are formidable. Mage Hand Press has a class like this in Valda's Secret called the Captain. I think it is interesting both mechanically and roleplaying-wise to have a humanoid follower. Action economy is powerful and hard to balance, but it could be a different look for a class. Whatever way you take it, I am always interested in your work. I think your stuff is the standard for player-facing mechanics and a rank above what is found in WotC publications.

Sean P Havern

So confused lol

ZimTheFan

Moving closer to your true own phb I see!

Andrew hartis

... its Aug. 12, not April 1st.

Andrew Downs

I like this, the tweak to exploit die makes it feel like a core part of the kit, rather than a burnable extra. I found when using the alternate Fighter that I would either burn all my die too early, because ideal opportunities would pop up, or I would hoard them a little, because the right opportunity hadn't come up.

Mathew Bain

i like this, i like this alot

MrMcBad

I love this! Its throwing me off with the once per turn Exploit die. But I think it cements the playstyles and fantasy of the Armsman. Looking forward to seeing how this pans out!

Raizario Scr

Oh, I like this. Gives exploits their own vibe and embraces the 5e design concepts of Martials being more able to just do their thing each turn.

expikah

I’m a big fan! Something I always loved about the alt martials was the exploit system but sometimes I thought “ah I wish I could use more” and getting to weave in a different exploit each turn not only adds a ton of choice and expression to the normal “I attack and end my turn” loop, but I think it flavors the (totally not fighter) as a true expert of combat

Chase


More Creators