Kinak
First Post
Yeah, this seems like a pretty easy fix. Take an action to catch your breath and you're back in the fight.If taking an action got you all of your ED back it may be a good deal
Cheers!
Kinak
Yeah, this seems like a pretty easy fix. Take an action to catch your breath and you're back in the fight.If taking an action got you all of your ED back it may be a good deal
Is it really necessary to make a difference between Whirlwind Attack and Volley? It's the same thing.
A couple of ideas:
- Optional recovery: when you spend an Expertise Die, and roll a 6, you get the die back at the end of your action.
- Recovery as an action: maybe the fighter could get something extra when he spends an action refocusing, like temporary hit points (or even regain hit points)?
I think the same should apply to other fighter abilities that have a list of choices (death dealer, etc.). Ideally, each of them should give one ability, as they do now, but also grant another one every 4 or 5 levels after that.At first I thought, as long as there are retraining rules, I was ok with choosing either Whirlwind or Volley, but now that I think about it, I agree I'd rather fighters eventually have the option to get both.
I think the same should apply to other fighter abilities that have a list of choices (death dealer, etc.). Ideally, each of them should give one ability, as they do now, but also grant another one every 4 or 5 levels after that.
You know, the more I think about it, the more I think the actual "Expertise Dice" mechanic for martial maneuvers is an unnecessary complication and adds resource management that isn't required. I'd propose something more like this:
"Martial Maneuvers: Once per turn, when you attack, you can execute a martial maneuver that you know in conjunction with your attack."
You might get three martial maneuvers at level 1 and another one each level or every-other level. Each maneuver would allow you to do something interesting in conjunction with your attack, but would not simply be +x to attack, +y to damage, add another attack, or some other simple mechanical benefit. The maneuvers list would include general capabilities as well as weapon-specific maneuvers, and would encompass options that are on the current expertise list as well as some of the martial feats (so things like Cleave, Disarm, Push, Called Shot, etc would be on the martial maneuvers list). I'd allow some martial maneuvers to also be listed as feats to let other martial classes (barbarian, ranger, paladin, rogue) take them, but would keep a large number of the maneuvers unique to the fighter class. The fighter might still retain some bonus feats, but most of his bonuses would be built around gaining additional maneuvers. Some of the maneuvers might scale with level, have a level prerequisite, or have another maneuver as a prerequisite so you can gain effectiveness with increasing level.
No resources to manage, no recharge mechanic, just add something special to your attack because you're a fighter and that's what you do.