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<blockquote data-quote="Quickleaf" data-source="post: 7220826" data-attributes="member: 20323"><p>[SECTION]<strong>Martial Alacrity:</strong> Starting at 2nd level, you can use your Reaction when you roll initiative (as long as you are not surprised), roll a saving throw, or an attack hits or misses you. You can use this Reaction to interact with an object or feature of the environment; for example, you could stow your sword and draw your bow, open or close a door, throw an unconscious ally over your shoulder, hold open a portcullis, withdraw a potion from your backpack, remove torch from a sconce, or give advice to a fellow PC when it's not your turn.[/SECTION]</p><p></p><p></p><p></p><p>In 5e, once on your turn you can interact with the environment/an object; the examples I listed were taken from the PHB as examples of what one can do (though I agree the advice one isn't worth mentioning). Those rules are a bit scattered, but concentrated on PHB p. 190 with "Other Activity On Your Turn" and the "Interacting With Objects Around You" sidebar. In tandem with you move and action, you could do one of those things.</p><p></p><p>What <strong>Martial Alacrity</strong> does is let the fighter PC take a <em>second</em> interaction with an object / the environment <em>out of turn.</em> For example...</p><p></p><ul> <li data-xf-list-type="ul">The fighter opens a door leading into a room full of orcish archers. No one is surprised. Roll initiative. The fighter, as a reaction to rolling initiative using Martial Alacrity, closes the door, thus requiring one of the orcs to open it up again if they want a shot at the party.</li> <li data-xf-list-type="ul">The cleric goes down to dragon fire which only singes the fighter. As a reaction to rolling a save using Martial Alacrity, he draws a potion from his pack and hands it to another PC to administer to the downed cleric so the fighter can focus on fighting the dragon.</li> <li data-xf-list-type="ul">The fighter is knocked prone during a wolf attack. As a reaction to an attack being made against him, he equips a torch, hoping the flames will drive the wolves back long enough for him to get to his feet.</li> </ul><p></p><p>There could definitely be more that could be done with this once you start combining with other hypothetical features allowing trading in Extra Attacks for more Reactions. Or even subclass features expanding what qualifies as a trigger for Martial Alacrity. For example, swapping a longbow for a longsword in order to make opportunity attacks on monsters trying to sneak past the fighter's position.</p><p></p><p></p><p></p><p>Movement isn't really iconic to the fighter class. I get that it's what action/swashbuckling heroes do in the movies, but it doesn't fit as a universal fighter feature. "Fighters are about movement"? That's *never* really been true in any edition of the game save for some niche 3e or 4e builds. In fact, 5e makes the *rogue* about movement, what with Cunning Action allowing Dash as a bonus action. Even barbarians and monks are more closely associated with movement-based features than the fighter.</p><p></p><p>In contrast, "Fighters are about being ready, adapting, and using environment/objects to their advantage", feels more true to my experiences with fighter PCs at the table than "Fighters are about movement."</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7220826, member: 20323"] [SECTION][B]Martial Alacrity:[/B] Starting at 2nd level, you can use your Reaction when you roll initiative (as long as you are not surprised), roll a saving throw, or an attack hits or misses you. You can use this Reaction to interact with an object or feature of the environment; for example, you could stow your sword and draw your bow, open or close a door, throw an unconscious ally over your shoulder, hold open a portcullis, withdraw a potion from your backpack, remove torch from a sconce, or give advice to a fellow PC when it's not your turn.[/SECTION] In 5e, once on your turn you can interact with the environment/an object; the examples I listed were taken from the PHB as examples of what one can do (though I agree the advice one isn't worth mentioning). Those rules are a bit scattered, but concentrated on PHB p. 190 with "Other Activity On Your Turn" and the "Interacting With Objects Around You" sidebar. In tandem with you move and action, you could do one of those things. What [B]Martial Alacrity[/B] does is let the fighter PC take a [I]second[/I] interaction with an object / the environment [I]out of turn.[/I] For example... [list][*]The fighter opens a door leading into a room full of orcish archers. No one is surprised. Roll initiative. The fighter, as a reaction to rolling initiative using Martial Alacrity, closes the door, thus requiring one of the orcs to open it up again if they want a shot at the party. [*]The cleric goes down to dragon fire which only singes the fighter. As a reaction to rolling a save using Martial Alacrity, he draws a potion from his pack and hands it to another PC to administer to the downed cleric so the fighter can focus on fighting the dragon. [*]The fighter is knocked prone during a wolf attack. As a reaction to an attack being made against him, he equips a torch, hoping the flames will drive the wolves back long enough for him to get to his feet.[/list] There could definitely be more that could be done with this once you start combining with other hypothetical features allowing trading in Extra Attacks for more Reactions. Or even subclass features expanding what qualifies as a trigger for Martial Alacrity. For example, swapping a longbow for a longsword in order to make opportunity attacks on monsters trying to sneak past the fighter's position. Movement isn't really iconic to the fighter class. I get that it's what action/swashbuckling heroes do in the movies, but it doesn't fit as a universal fighter feature. "Fighters are about movement"? That's *never* really been true in any edition of the game save for some niche 3e or 4e builds. In fact, 5e makes the *rogue* about movement, what with Cunning Action allowing Dash as a bonus action. Even barbarians and monks are more closely associated with movement-based features than the fighter. In contrast, "Fighters are about being ready, adapting, and using environment/objects to their advantage", feels more true to my experiences with fighter PCs at the table than "Fighters are about movement." [/QUOTE]
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