:Requirements: Human
:Primes: STR
:Max Level: 12
:Hit Die: d6+2 (+2 after level 9)
:Combat: Great To Hit Progression, any Armor, any Shield
:Saves: as Fighter
Fighting men with 13+ STR earn 25% XP bonus. They must have a STR of 16+ to earn 50% XP bonus.
Fighting men aren't complicated or specialized. Which makes as flexible as your imagination (and ability to connive DM).
"Combat Master"
Fighting men's damage dice explode.
"Downright Blow"
Once per combat. If target hit, one damage die does max damage, which will cause die to explode.
"Slaughterhouse"
May melee attack up to X opponents where X is character's to-hit bonus. All opponents must be <= 1HD (2HD at 5th level, 3HD at 9th).
Notes:
Posted mostly to provide baseline for comparison with classes to follow. Utilizes various house rules I might have mentioned in past blog posts... "Great to-hit" is whatever fighters get. "Explode" means if max die value rolled, re-roll that die and add to total. Anything else should be broadly interpretable.
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I quite like the exploding damage die idea.
ReplyDeleteWhen I use exploding dice, I use exploding dice that drop down a dice to limit the madness (sort of). So roll an 8 on d8, pick up a d6, roll a 6 on that, then d4. I don't know, just seems fun.
ReplyDeleteExploding dice don't add all that much. http://trollandflame.blogspot.com/2009/10/hackmaster-exploding-dice-analysis.html
ReplyDelete