Tuesday, January 11, 2022

CLASS: THE GOT-DAMN FIGHTER

Okay let's dig into some stuff. I'm going to throw a class down and discuss points from it instead of doing a dozen different "this is how our group plays" posts.

                                                                      FIGHTER  

                                


                    (art by Bob Kehl and hdy9108, def not by me, i can't draw for shit)

 

HIT DICE: D10  (1)

ATTACK BONUS: Fighter level +1 (2)

Fighters get +1 to Fortitude and Reflex saves. (3)

Fighters can use all weapons, firearms, and armor. (4)

Fighters get a Bad-Ass Motherfucker die. Once a day they can roll a d6 and add the result to any other dice roll they’ve made, even after they’ve already rolled. Fighters get more BAMF dice as they level up.  (5)

Second Wind: Once a day a Fighter can regain (d6 + their level) hit points for free. (6)

 1. Fighters roll a d10 for their hit points at every level. We don't do "max hit die at first level" or any level because we crave death / are hard like that.

 2. Every class gets an attack bonus that they add to their d20 roll when they try to hit an orc in the face with a chair. Most every class gets a plain ol' +1 but ya boy the Fighter gets that plus their level. Because fighters are good at fighting.

3. The saving throws we use are what I call the common sense saves: Fortitude, Reflex, and Willpower. I like the simplicity of the three saves. I have a soft spot for the golden oldie saves -- DEATH RAY! POLYMORPH!! PETRIFICATION!!! -- because they sound METAL AS HELL but Fort, Ref, & Will just work easier at the table for us. Also I almost called this blog BREATH WEAPON but somebody else already had that. :(

4. "All weapons" means all melee and ranged weapons, I have a simplified list of weapons that we use for our games. It's simplified because my players don't get hung up too much on the differences between different kinds of swords, I know other people do but that's not our thing. Same for armor. I use the LotFP system of "unarmored human has an AC of 12" and then armor gives a bonus to that. We don't THAC0 around here, my players are not the kind of nerds that enjoy arithmetic. Also yes, there's guns in our game. That'll get its own post.

5. This is something I have been prototyping at the table and so far it's been fun. Fighters are big flashy punch-stab-smash characters so they get a class ability that lets them land that hit on the ogre or twist the knife for extra damage or kick down the door or make that Reflex save and ride the chandelier up to the ceiling. I encourage outlandish entertaining shit at the table. Also "get more dice as they level up" is vague because I haven't set any numbers in stone, so like maybe a level 4 fighter gets 1 more die and maybe the dice change from d6s to d8s at level 7, I don't know. My only players that live to level up are the careful ones and they always play wizards and clerics. The fighters always die like pigs AS CROM INTENDED.

6. Something else I'm prototyping right now. A fighter should be able to wade into the shit and send rivers of blood to the blood god and live to do it again, so this ought to help.


So that's the fighter class we use for our games. It was one of the lesser played classes until one of my players (we'll call him Eduardo) got tired of dying all the time and realized that "more hit points means die less often" and started playing fighters a ton. You'd think that was obvious but that's Eduardo, it took him a couple years and like 6 characters before he figured it out. More on Eduardo later, including the time his character ascended to Heaven as the new Jesus after the old Jesus got trapped in a sub-dimensional void by the Devil (our games can get pretty gonzo).


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