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Roll-to-Hit Plus

Wednesday, October 31st, 2018

 

Fighters don’t get to do a whole lot of fun tactical things, or even just showy extra things, for being the main combatants and damage-dealers in D&D. Roll-to-hit and add your strength, roll damage if you hit…and that’s really all the fighter can do. Now, that “just one thing” is important, since an adventuring party relies on the fighter to keep everyone else alive. But it can also get boring quickly when wizards and clerics can throw spells around to cause neat effects, and rogues can pull off various beneficial tricks like hiding and safely running away screaming.

But Fighters have the best hit dice and the widest access to weapons and armor in the game, which seems like a decent trade-off for being weapon-swinging robots. Except that gaming isn’t all about the numbers, and fighters need a tiny bit of jazz added. So I did.

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Shield & Staff

Monday, October 1st, 2018

 

Shields are often underrated in play, so I thought for a while how to better express their general historical combat utility without overpowering them in comparison to weapons, and came up with something I thought could make them a little more useful (a solution I later learned others had also arrived at): sacrificing a shield to avoid damage.

What this means is when you have a shield equipped and are successfully struck in combat, before damage is rolled you can decide to sacrifice your shield to block the damage. This destroys the shield, but the attack is treated instead as a miss. A magical shield can be sacrificed one additional time per plus before being destroyed. Sacrifices cannot be “repaired”, however.

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