Old school stick jocky in need of advice

broadway

Newbie
So as the title suggests, I'm an old school LARPing stick jocky. Many moons ago I used to play Alliance's parent game system, eventually got out of LARPing and I'm coming back to it this fall. Looking to play a stick jocky again, but the alliance system is definitely a different beast than its parent system. Looking through the rules there are a good number of different fighter skill options, and I was hoping to get a feel for what other people playing fighters have found to be effective and what some of the common builds were. After all when I played, it was all about large number of profs so you could swing high damage all the time.
 

A.mungo

Adept
Alliance General Manager
Alliance Rules
Marshal
Atlanta Staff
I look at 2.0/2.1 fighters in one of three ways

1. I do consistent damage consistently
2. I have a lot of tricks and consistent damage inconsistently
3. I am a defensive wall with bursts of offense

The first one is just buy profs till you hit 8, get a small smattering of skills for flavor, then buy critical attacks till you have 30-40. Mix with empowered warrior and enjoy

The second two utilize the same base build - 3 profs and 10-15 critical attacks (always swing 5, sometimes 10) but then either they load up on offensive skills and parries/riposting strikes, or every defensive skill available.

The utility varies game to game but base five works everywhere
 

James Trotta

Spellsword
Diversity Committee
Welcome back :) You'll find leveling up much much faster now than it was 25 years ago. I mean you'll be swinging 5s as a straight fighter pretty quick. I just helped a couple of friends come in game as new fighters. Game 1, 25 build, I would start off with sword and shield (I mean whatever weapons / style you choose) and a weapon proficiency. A level of smithing is good if you wear armor.

After game 1, if going one handed weapon, the first thing you buy is 2 more profs (3 total) to swing 5s. Get your parry. 2 hander is a bit different - you would do 2 profs to swing for 6, and then probably 2 more to swing for 9. Then I would worry about tricks. One of my friends got read magic and a first level celestial spell after swinging 5s. The other got another prof, an eviscerate (once a day attack for 500 body), another parry. But you don't have to worry about the long term for a few games. Get three profs and a parry - you'll be set up for any fighter direction you want. Also check out those races with resist spell - they make super good fighters.
 

Parzivel

Artisan
Nowadays there are really two threshholds of damage for a Fighter. 5 and 10. 5 is pretty much as effective as 10, but 10 has scare power. It takes a while to get there, but the difference, to me, between the all-day pounder (Tony's #1) and a trick-fighter (Tony's #2) is 5 or 10 damage.

Parry is key.
Mettle is absolutely necessary, in any Fighter build.
Eviscerate is good.
 

broadway

Newbie
Thanks for all the replies, gave me some real food for thought. But one question I am still pondering is how do people deal with disarming strike? It seems like that would be devastating to any fighter but a death knell to any single weapon fighters and I couldnt see anything that would be an effective defense, skill wise that is. Parry I assume works as its a weapon attack, and I guess mettle as its a non-instantaneous affect. However both or those are expensive options more build, and the 20body base activation cost for mettle, than disarming strike.

I didnt include the disarm spell, as I just assumed any fighter worried about it would persue a cloak or bane item verse eldritch force.
 

Parzivel

Artisan
It's pretty darn bad for single weapon fighters, and yes, Parry is a common response.
 

tieran

Duke
Alliance Rules
Gettysburg Staff
Marshal
Thanks for all the replies, gave me some real food for thought. But one question I am still pondering is how do people deal with disarming strike? It seems like that would be devastating to any fighter but a death knell to any single weapon fighters and I couldnt see anything that would be an effective defense, skill wise that is. Parry I assume works as its a weapon attack, and I guess mettle as its a non-instantaneous affect. However both or those are expensive options more build, and the 20body base activation cost for mettle, than disarming strike.

I didnt include the disarm spell, as I just assumed any fighter worried about it would persue a cloak or bane item verse eldritch force.
Parry would absolutely work, as would dropping the weapon and drawing a second one.

Cloak and bane are not available as rituals/items. You can purchase them with high magic.

There were some significant changes to our ritual system (which you would definitely recognize) made a few years ago. The biggest ones from a fighter standpoint are probably the removal of cloak, bane, expanded enchantment, and damage aura. Earth/chaos aura, elemental aura, and damage aura all (sort of) live on in earth/chaos imbuement, elemental imbuement, and magic imbuement. They each give that weapon the ability to swing a particular carrier for 10 minutes (similar to a blade spell), but without any increase in damage.
 
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