All,
I am writing up my C&C house rules and would like some input on the fighter below. I am looking to have the fighter more powerful than what is prpesented in the C&C PHB, but not as Powerful as D&D 3rd ed. I also want playes to be able to custimize their figher characters.
Background Info:
I limit levels to 12th level
Ability Increases at levels 4, 8, and 12
Fighter:
Replace the standard abilities given to the Fighter in the Castles and Crusades Handbook at levels 1, 4, 7, and 10 with feats from the list below. The Fighter gains feats at the following levels: 1, 2, 4, 6, 8, 10, and 12. Each feat can only be selected once.
1. Bow Mastery: Provides the fighter with a +1 to hit and damage with all bows.
2. Focused Strength: The Fighter doubles their strength bonus for damage roles.
3. Great Cleave: Whenever the Fighter drops an enemy in melee combat; he gets an immediate, bonus attack. This may result in other, extra attacks.
4. Melee Mastery: Provides the fighter with a +1 to hit and damage with all melee weapons and increases unarmed combat damage to 1d4 instead of the normal 1d3.
5. Power Strike: The Fighter adds 1d4 damage with each successful melee attack.
6. Rapid Shot: Make one extra attack per round with any missile weapon at -2 to hit with both attacks.
7. Rapid Strike: Make one extra attack per round with any melee weapon at -2 to hit with both attacks.
8. Rapid Throw: Make one extra attack per round with any thrown weapon or sling at -2 to hit with both attacks.
9. Throw Mastery: Provides the fighter with a +1 to hit and damage with any thrown weapon or sling.
10. Two-Weapon Fighting: The Fighter can fight with a light melee weapon in the offhand (up to d6 damage). Each round, the Fighter can opt for an extra attack or a parry (+1 AC) with the off-hand weapon.
11. Weapon Specialization: The Fighter picks one weapon type, and gains +1 to attack and +2 damage with that weapon.
12. Whirlwind: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When using Whirlwind the Fighter forfeits any bonus or extra attacks granted by other feats, spells, or abilities.
JLL
Potential House Rules
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Lord Dynel
- Maukling
- Posts: 5843
- Joined: Tue Jun 17, 2008 7:00 am
Re: Potential House Rules
Those would work pretty well, I think. I go though bouts of issues with the fighter, too. My latest efforts were detailed here but have yet to be play-tested thoroughly. My thoughts (on my efforts, and maybe yours, too) is that the changes, in conjunction with the advantages from the CKG should give plenty of options. I'm even considering using advantages just for the fighter but I don't know about that.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
Re: Potential House Rules
I don't see why they wouldn't work. And to go along with what LD said, I think everyone has a little bit of an issue with the fighter. The changes I made to the class, seem to be pretty good (for what I want my fighters to be), so as long as your changes make the fighter closer to what you want it to be, then they will work.
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Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
Re: Potential House Rules
Not everyone. My experience running fighters has shown them to be quite effective in combat. At least in the 1-5th level range. The extra BtH they get by itself meant they were hitting more often then the rest of the party, and with good strength and weapon specialization they generally were leading the party in number of kills. Sure they are a bit plain Jane in fun abilities, but for a pure kick-down, drag-out hand to hand fight I'll take a few fighters rules as written anytime.
Rigon wrote:I don't see why they wouldn't work. And to go along with what LD said, I think everyone has a little bit of an issue with the fighter. The changes I made to the class, seem to be pretty good (for what I want my fighters to be), so as long as your changes make the fighter closer to what you want it to be, then they will work.
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Re: Potential House Rules
Ok, everyone but Dachda.dachda wrote:Not everyone. My experience running fighters has shown them to be quite effective in combat. At least in the 1-5th level range. The extra BtH they get by itself meant they were hitting more often then the rest of the party, and with good strength and weapon specialization they generally were leading the party in number of kills. Sure they are a bit plain Jane in fun abilities, but for a pure kick-down, drag-out hand to hand fight I'll take a few fighters rules as written anytime.
Rigon wrote:I don't see why they wouldn't work. And to go along with what LD said, I think everyone has a little bit of an issue with the fighter. The changes I made to the class, seem to be pretty good (for what I want my fighters to be), so as long as your changes make the fighter closer to what you want it to be, then they will work.
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Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
Re: Potential House Rules
Sweet, I'm the oddball in the group!Rigon wrote:Ok, everyone but Dachda.dachda wrote:Not everyone. My experience running fighters has shown them to be quite effective in combat. At least in the 1-5th level range. The extra BtH they get by itself meant they were hitting more often then the rest of the party, and with good strength and weapon specialization they generally were leading the party in number of kills. Sure they are a bit plain Jane in fun abilities, but for a pure kick-down, drag-out hand to hand fight I'll take a few fighters rules as written anytime.
Rigon wrote:I don't see why they wouldn't work. And to go along with what LD said, I think everyone has a little bit of an issue with the fighter. The changes I made to the class, seem to be pretty good (for what I want my fighters to be), so as long as your changes make the fighter closer to what you want it to be, then they will work.
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lobocastle
- Red Cap
- Posts: 272
- Joined: Fri Jun 26, 2009 7:00 am
Re: Potential House Rules
Dachda,
I agree with you that if you leave the other character classes as they are in the PHB, the fighter as presented in the PHB is effective in combat. I just want the fighter to be more effective than what the PHB has.
JLL
I agree with you that if you leave the other character classes as they are in the PHB, the fighter as presented in the PHB is effective in combat. I just want the fighter to be more effective than what the PHB has.
JLL
Re: Potential House Rules
Yes, down at those levels they are good enough. Mid to high vs. same level spell casters is another matter. Copious amounts of magic items can help. Adjusting mid-upper end XP chart works also. For instance, the Fighter XP Prog chart is about the same as the Wizard's and higher than the Cleric's. WAY out of whack. I can see the Wizards being about the same up through 4th level. After that it must be MUCH higher than the Fighter's.dachda wrote:Not everyone. My experience running fighters has shown them to be quite effective in combat. At least in the 1-5th level range.