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Monday, May 04, 2026

Minimum Viable Fighter (B/Xish)

I’ve written before about how the B/X fighter feels too weak compared to other classes, and even less interesting than dwarves or clerics. In my minimalist OSR project, the goal was to add as few features as possible while still giving the fighter a boost in power and fun.

I avoided the complexity of proficiencies, fighting styles, and the dreaded feats (even though I like them) and instead settled on two additions.

First, the cleave mechanic gives fighters a boost they need: it shines against hordes of weak foes, scales with level, and eventually offers some advantage even against stronger enemies. It’s also very satisfying to see a fighter mowing down hordes of minions, like Conan or Elric.

Second, extra attacks ensure damage keeps pace. At level seven, the extra attack raises damage combat output and cleave potential*; at level fifteen, another attack continues that trend, aligning with AD&D’s progression.

(*I think I like this way of dealing with 1.5 attacks, but maybe 2 then 1 then 2 works better, not sure).

This may not make fighters as versatile as clerics who can raise the dead, but it does make them far stronger than before. The open question is whether demi‑human classes like dwarves, elves, and halflings should share these benefits. In my system, races are separate from classes, so I haven’t tackled that.

Anyway, here is my minimum viable fighter.

Will playtest soon.

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Fighter

You might call yourself a knight, a barbarian warrior, a soldier, or a ranger, but it makes no difference: your main skill is violence. A useful talent in this perilous world.

§  HD: 1d8.

§  Attack Bonus: level.

§  Saving Throw: level +3.

§  Cleave: When you reduce an opponent to 0 HP, you may immediately make an additional attack against another opponent in range, for a maximum number of times equal to your level.

§  Extra Attack: Fighters gain 1½ attacks* per round at level 7, 2 at level 15, and 3 at level 20. (*This means your second attack deals half damage, round up).

1 comment:

  1. Personally, I would use 1 and 2 attack sequence over 1.5 attacks. The reason is dice mechanics. 1/2 damage on a 1d6 will be an average of 1.75 or two if you round. You get the same on 1d8, an average of 2.25. Even rounded up, that seems lame.

    On the other hand, three full strength attacks over two rounds is an average 10.5 or 11 if you round. For a heavier weapon that is a whopping 13.5 or 14.

    For monsters with 1d8 hp, they average to 4.5. Your fighter with a 1d6 hp attack should take out one monster in the second round and be on the way to wiping a second.

    With your cleave rule, he or she gets extra attack in the second round for downing the first monster, powering the fighter up to three attacks in a single round. If they take down the second monster in the second round, and eligibility for yet another cleave attack.

    Maybe you want to limit the number of cleave attacks to one per round because it starts to get very wild and unpredictable.

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