Now “balance”
isn't a big deal in most oldschool games, or doesn't need to be a big
deal in tabletop games in general. But I do talk about the issues of
balance between magic users and fighter/nonmagic using classes from
time to time. However, I am firmly in the camp of believing that
classes like Fighter and Rogue are just as magical as everyone else,
just in different ways!
Of course, if you don't like the over the top supernatural kung fu moves or high level magic item crafting, then pick some of these instead. You won't even need to change any rules.
Of course, if you don't like the over the top supernatural kung fu moves or high level magic item crafting, then pick some of these instead. You won't even need to change any rules.
[1]
Attempted Blindfighting
When in absolute
darkness, totally blinded, or otherwise fighting invisible foes,
players don't necessarily get a roll to hit. Especially with thrown
or ranged weapons, regardless of how high your to-hit modifier is,
you can't see them and therefore cannot even attempt to strike them.
Another example in pitch black water- how could anyone even attempt
an attack like that? Melee attacks might get a pass for this with the
usual disadvantage on the roll or a -4 to the roll, but for the most
part invisible = unhittable. Obviously if the enemy is leaving
footprints in the snow, or you're using a rapid fire crossbow, then
the situation changes a bit. Your DM might have the players throw a
hail Mary 1 in 20 chance to even fire in the right direction then
have to roll attack to actually hit!
Fighters are the
exception. Using their senses, they may be able to figure out where
the enemy is based on the sounds they make, or by the clues learned
from many battles that tells the Fighting Man where his foe is likely
to strike next. Fighters can attempt to make these attacks with the
normal modifiers, it just isn't impossible anymore. You could also
give this ability to Rogues since it represents their finely tuned
senses as well, it's just that Wizards and the like would be unable
to fight this way.
[2]
Surviving Harsh Conditions
While more tied to
a Con score, hit points, or saves; it is theoretically possible for
humans to only survive so long in harsh conditions. Three days
without water, three weeks without food, and so on. Fighters may be
able to do this for longer periods of time then actually possible, if
because of a simple high level of physical fitness, a sort of control
over their metabolism and bodily energy, or simply superhuman levels
of willpower and endurance. Similar things can be resisted such as
extremely cold weather; the Fighter's body capable of steaming up
from their powerful muscles.
[3]
Seal Magic Weapons for a Worthy Successor
In most games;
long term of permanent magic effects are solely in the realm of
sorcerers. These require specific spells with abilities- but fantasy
is chalk full of Fighters setting down challenges and tasks for low
born knights to rise to greatness.
Excalibur was a
sword in the stone. In a similar manner, Fighters could seal magic
weapons and equipment in ways that nobody except a worthy successor
(another warrior) could retrieve. It could also be set so it can only
be returned by a chosen one, or the Fighter placing the weapon away
may determine only one of pure heart or a certain background could
claim their weapon. This can be done without a spell or roll; just
cleave the magic axe into the log and it cannot be pulled out except
by those who the Fighter has chosen to take the weapon. Similar
thematic places could be used to store other weapons and items; magic
armor is stored on mannequins that fist fight anyone who tries to
take them off, the magical lightning spear could be thrown into the
sky and only rain down on someone who can take a lightning bolt from
that endless storm and survive, and so on.
[4]
Directed Rage
When characters
lose their minds do to a spell or evil monster pheromones that drives
them into a battle rage; they may either attack allies or the nearest
living creature in their uncontrollable rage. Fighters are an
exception to this, as they may have already felt battle rage or have
an advantage at controlling this mental state better then most. When
enraged, Fighters may be able to better use their newfound strength
towards foes instead of friends, and lose less of their evasion and
protection from their one sided battle fury.
[5]
Reflecting Magic Spells or Dragonfire
This ability may
be restricted only to magical shields or weapons only Fighters can
use, or could be a supernatural ability Fighters can attempt or
learn, or not added in at all depending on the feel for magic in your
game. However, the concept of a Fighter holding up their shield or
sword and splitting or deflecting dragon breath or magical beams or
bolts of energy is a strong aesthetic that could be put into a game.
It's also highly likely this is restricted to only the Fighter type
characters, allowing them this defense from these otherwise lethal
attacks.
[6]
Retain Fighting Abilities while Polymorphed
For most
characters, getting transformed into another creature or especially a
harmless animal is considered a terrible fate. Even if temporary, the
transformed character probably can't talk or cast spells, they can't
use items, and they probably lose most if not all of their ability to
fight or be useful to the party. Plus there may also be checks or
saves to retain mental competence while in animal form, and there may
also be a rough learning period of how to use this new quadrupedal
body to move and fight.
Fighters once
transformed, even if their mind or magic has no special defense
against this move, could still retain their skill in combat. They can
leap, attack, defend, and otherwise gain all their bonuses in
fighting even when transformed to the best of that animal's ability-
a Fighter turning into a tiger or bear would be a fearsome thing to
behold. Fighters may also retain the use of their magic equipment
depending on if the equipment melds with their new body until
reversed. Regardless of the type of polymorphing; transformed into an
animal and all their gear drops around them in a heap OR transform
and their immediate gear meld with their body until it is reversed-
the Fighter could still also gain benefits from magical equipment-
their magic sword is transferred into their claws, for example,
perhaps requiring a saving throw to gain the benefit of this effect.
[7]
Injure Things that are “Invincible”
This is mostly a
game mechanics abstraction, but certain monsters or opponents may be
immune to normal weapons and attacks- such as things with an AC of 21 / -1 for descending. Fighters with high level magic
items or simply with a large amount of experience or great strength
can actually harm beings that are otherwise immune to damage from a
lesser combatant. Though this is done through rules, In context of a
fantasy world this is an incredibly supernatural feat of destructive
force.
When taken to
logical extremes; this could influence other parts of the setting or
cosmology. Could a truly formidable fighter strike at a statue and
injure the memory of the person it immortalizes? Could a Fighter
smash an alter of a God and the God feels an injury erupt on their
very body from the strike? If immaterial creatures can be harmed by a
driven and focused attack, why not a concept?
[8]
Final Blow
When
the Fighting-Man is taken down with a final hit, they should have the
best saves and physical resilience to perform any kind of final act
before perspiring. While this may force you to add in a story game
rule; the Fighter is capable of doing one more attack, pulling a
lever, or dragging themselves half way across a room to whisper a
cryptic message before dying. Other classes are much more sensible to
die immediately, but perhaps Fighters can make any saves or abilities
necessary to perform this final act of heroism, or spite that traps
everyone else too.
The Sealing Weapon , while unlikely to see much use, is really good. All of the rest are good too. But that one is a classic.
ReplyDeleteAs someone who plays a lot of fighters and wants fighters to get more credit, I hope these insinuate themselves into the collective unconscious and become an unquestioned assumption about the base line abilities of fighters
Thanks, Scrap! And I should probably add that I do understand why some wouldn't necessarily want to use these kind of abilities. Mostly for people who want grim and gritty fantasy with very few fantasy elements beyond magic for MUs. But for any type of high fantasy setting, mythological inspired or fairy-tale logic kind of worlds then it makes sense to give chivalrous Knights and fighting men some of the supernatural abilities they are seen with or reasonably would have to fit their role.
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