Showing posts with label brawler. Show all posts
Showing posts with label brawler. Show all posts

Sunday, January 29, 2017

Martial Archetype: Brawler [Third Draft]



These days, I really try to finish up options with a second draft. Any changes a second draft needs can be appended to it with subsequent sub-versions.

But that only works out like, half the time. Any time I change a full ability, we need a new draft, so here we are.

The Brawler has been a challenge (and probably will continue to be so, if I made mistakes here), but the standard fist-fighter is something I've always enjoyed playing in fantasy games. I find the best archetypes that I make are those I care personally for, and right now the Brawler is in a place that I'm very proud of, thanks in no small part to the input from you fine folks.

But let's not have that stop us. If there's something that needs changing, this is the place to tell me!

CHANGELOG:


  • Fisticuffs is now Counterpunch, trading out the push/prone ability for the ability to literally roll with the punches. I find this one to be much more flavorful, and has the advantage of pushing home DEX dependence. 
  • Dodge and Weave is now Defensive Footwork, which is just a name change, really, but one that makes more sense for what it is now. 
  • Made Fist-Fighting incompatible with shields to keep it from being strictly better than Two-Weapon Fighting. 
CONCERNS:
  • There's a lot of kit added at 3rd level, but two pieces of it (the unarmored defense and the progressive damage die increase) are background detail, setting up the pieces for the rest of the class to work, rather than anything active and confusing.
  • This class option has a pretty tight reaction/bonus action economy, but it's not overburdened significantly.
  • The STR/DEX dependence makes this class option a little M.A.D., but fighters of all classes can handle that just fine.
WHAT I LEARNED:
  • There's sometimes a much more thematic ability out there, though it just might require thinking outside the box a little bit. 

Friday, January 27, 2017

Martial Archetype: Brawler [Second Draft]



Making a fighter is hard for a lot of reasons.

Heck, making anything is hard, but that doesn't stop me from doing it, and all you brave souls from helping.

Fighters, though. As one of you pointed out, they only have three options, and each approaches the class from an entirely different angle. Very little overlap, very hard to balance. And on top of it all, fighter subclasses are beholden to being played with several different Fighting Styles. You can have an Eldritch Knight with a bow, a heavy-armored Battlemaster, a Champion with light armor and a rapier, and so on.

So, I made the (I'm sure will be contentious) decision and just eliminated that choice for this particular option.

It seemed to me that the Brawler was a martial archetype that really gravitated towards a single Fighting Style. So rather than attempt to shoehorn all the other Fighting Styles into the brawler, I simply made the Fighting Style it was trying to emulate and spun the rest of the class off of that.

All I ask: If that decision sucks and you hate it, be sure to tell me why!

CHANGELOG:

  • Added Fighting Style: Fistfighting, which incorporates part of what was Fisticuffs and eliminates how Fisticuffs was trying to bend over backwards for Two-Weapon Fighting.
  • Added a Restriction for taking this Martial Archetype, requiring Fistfighting to be taken as a Fighting Style at some point (probably as a 2nd level fighter).
  • Fisticuffs now contains part of Fracas, allowing the ability to shove in fights as a core component of this class.
  • Dodge and Weave no longer involves the Dodge action or armor restrictions, so you can be a full-plate Brawler if you really, really want to.
  • Impressive Physique has been adjusted and now only deals with Performance, Intimidation, or Athletics, allowing single (not double) STR to replace CHA for Performance or Intimidation.
  • Fracas is now Bear Hug Vice Grip because it has been modified to only deal with grapples, granting disadvantage on attacks targeting you by those you're grappling. 
  • Fistfighter's Momentum now adds proficiency bonus to STR and CON for tHP, as it didn't seem like max 10 tHP was enough for a 15th level feature. 
  • Fists of Fury is now Knockout Punch, which can cause your unarmed strikes to simply drop a creature unconscious. FoF adding additional attacks was more or less unnecessary, as a high-level fighter with a bonus action attack makes five attacks a turn, anyway.
CONCERNS:
  • The shove mechanic might be added a bit early with Fisticuffs, but it costs eating advantage, which I figure makes sense for something that can possibly confer advantage (through prone).
  • Changed a lot = a lot of potential errors, etc etc
  • Making an archetype exclusive to a fighting style may or may not be a great idea. It runs contrary to the overall theme of the fighter, but it seems like it just might be the correct way to make this option.
WHAT I LEARNED:
  • There's probably a reason no one has made a fist-fighting fighter yet, but I'm crazy enough to want to see it through. 

Thursday, January 26, 2017

Martial Archetype: Brawler [ROUGH DRAFT]



It occurred to me that I haven't done many fighters. I mean, I haven't done any barbarians, monks, druids, rangers, or wizards yet, but only having one fighter Martial Archetype still feels like a glaring oversight.

This one draws inspiration from the "Brawling Fighter" presented in 4e's Martial Power 2, which was easily my favorite fighter to come out of 4th edition. At face value, it was a fighter that had a dash of controller in it, a martial weapon-user that could punch or grab with a free hand, dealing damage while keeping enemies close. As an added bonus, with a simple monk multiclass feat (which were a terrible idea from a game design perspective, but I digress), you could make a perfectly serviceable fistfighter or wrestler.

The biggest challenge here was keeping this option distinct from the monk, and having it be decidedly a fighter. I feel I accomplished this pretty well, even if I did horn in on monk territory here and there, but look it over and tell me what you think.

FEATURES:

  • Scaling unarmed strike and unarmored defense, to keep yourself light, agile, and aggressive. 
  • Three viable fighting styles! Either two-weapon fight with fists, hold a weapon in one hand like a duelist, or wear light armor for additional defense.
  • A variety of features centered around core combat maneuvers, such as grapple, shove, and dodge.
  • Builds well with unarmed-centric feats, specifically Grappler and Tavern Brawler.
CONCERNS:
  • Unarmed strike is always wacky, it not being a weapon attack and all. It might interact poorly with something in a way I haven't thought of. 
  • There are a lot of qualifiers in play (when doing X and not wearing Y), and I might've fudged something up somewhere. 
WHAT I LEARNED: