Step 0 - IP and naming conventions
The IP for Warlock is free for anyone to take who wants it. So, yoink! The game is called Warlock and all the terminology (a "fighter ability" rather than a "feat") is derived from Warlock.
A thorough search and cleanup will be required later on to adhere to fixed, sensible and freely available terminology, rather than abiding by any restrictions from the SRD.
Resource Management
The Resource Management system works thusly:
- you have a certain (small) number of rare moves which you can do each day.
- you have a certain (larger) number of uncommon moves which you can do each day.
- you can take as many common moves in a day as you want.
This system is not dissonant, that is, the characters within the fantasy game world knows things work this way, even if they do not know the numerical specifics. This is actually easy to believe for fantasy-land inhabitants who are more or less human; real people in the real world believe that they have some finite supply of luck which they use up, and have to go refresh whenever they experience good fortune, even though this is not in reality true. So in a fantasy world where it is true people would have an easy time dealing with it.
Abilities and Classes
You select a number of abilities as you go up in level. Each ability actually gives you a series of increasing benefits as you rise in level - so the fighter ability Slayer lets you take bonus attacks when you fell people, then lets you take more bonus attacks when you fell people, etc. etc. without having to buy the other benefits in the series.
Abilties do come off of lists, most of which are related to the four core classes:
- Cleric
Fighter
Magic-User
Thief
- Assassin - gets a fixed menu of abilities, then chooses from a restricted list of fighter abilities and thief abilities
Druid - gets a fixed menu of abilities, then chooses from nature abilities, and a restricted list of cleric abilities and magic-user abilities
Illusionist - gets a fixed menu of abilities, then chooses from a restricted list of magic-user abilities and thief abilities
Monk - gets a fixed menu of abilities, then chooses from a restricted list of magic-user abilities and fighter abilities
Ranger - gets a fixed menu of abilities, then chooses from nature abilities, and a restricted list of thief abilities and fighter abilities
Necromancer - gets a fixed menu of abilities, then chooses from magic-user abilities and cleric abilities.
Paladin - gets a fixed menu of abilities, then chooses from cleric abilities and fighter abilities
- Demon - gets to choose special demon abilities, and make a few evil selections drawn from the various lists.
Fay - gets to choose nature abilities mostly, but also a few thematic selections drawn from the various lsits.
Undead - gets to choose special undead abilities.
Races of War provides a hotfix under which fighters are kinda playable.
That's a start but it's nowhere near good enough.
Fact is, the 13th level TOME fighter is still not good enough to beat up level-appropriate opposition, while a 13th level wizard knows Force Cage. Force Cage is a nice spell because it makes 3rd level spell slots useful - you sit the monster in a Force Cage and throw fireballs at it until it stops moving.
Anyway, let's take as a standpoint that the 13th level magic user is going to be nerfed slightly, if at all. Our challenge is now to give 13th level fighters things to do which:
- [1] are officially exceptional in nature, rather than magical
[2] involve being a guy, with weapons, who is personally bad-ass
[3] provide tactical advantages comparable with those provided by a wizard of the same level.
But, basically, we want to take the following character concepts and make sure they have some way, even if it requires some changes in set-up (like acquiring a flying mount or something) to stay current in the world of wizards who have force cage.
- I'm a guy, I have a two handed axe. At low levels I can do some standing-around and blocking, but mainly I run over to enemies and chop them in half. At higher levels, I'm either useless or I'm a clean-up crew for the wizard, I need something to contribute in my own right.
- I'm gender-ambiguous, I have a spear, and maybe also a shield. At low levels I stand around and monsters that try to get past me I get to stab them for free, which generally drops them. At higher levels, monsters just ignore this, I need something to do.
- I'm a girl, and I have a bow. At low to medium levels I'm a killing machine, and I'm useful at countering enemy wizards, and there are some encounters I can take all by myself by being-across-the-river-from-them. As we rise higher in level I transition from PC puzzle monster/support-staff to footnote, I need bonuses or alternative approaches or something so that I stay relevant.
In some ways, this requires a fundamental shift in the way things are handled. High level opposition tends to be demons and stuff, and just for starters we need to remove the rule where "high level opposition is immune to all your mundane stuff" because then mundane characters are useless against high level opposition by definition.
But even that isn't enough of a fix, we need high level fighters to be able to do really amazing things in a fight. "Stabbing twice as many guys as a 5th level fighter, half again as hard" just doesn't cut it, people. Even giving the fighter +5 ft of reach and the ability to shrug off status effects doesn't cut it.
This is the kind of ability that would cut it:
[*] A 13th level magic-user, cleric and fighter are attacked by level-appropriate "challenging" opposition - a gang of 8 dread wraiths (16HD undead), in two groups of four, flanking the party on each side.
[*] The cleric gets to cast Repulsion, probably at around DC 24, so wraiths who try to approach have a ~50% chance of failing.
[*] The magic-user can do all kinds of things, but let's keep it simple with Control Undead (should get a wraith which you can use next turn) and a quickened Halt Undead (should get 2 wraiths in the other group). He'd probably be better off with a Wall of Force, though.
[*] So 2-3 wraiths are going to try and enter melee with our heroes from different sides, and their Con damage means the Magic-user is not going to cast any spells this fight if they get through. If the Fighter is going to contribute proportionally to the cleric, he ought to be able to stop the remaining wraiths, by zipping around the battlefield and simultaneously using his weapon to hold them off.