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Warlording the fighter
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<blockquote data-quote="Ashrym" data-source="post: 6656367" data-attributes="member: 6750235"><p>Yes and no.</p><p></p><p>It wasn't uncommon for higher level powers to do add weapon damage and then also do the same basic effects as lower level powers and then just give it a new name. An 11th level battlemaster goes from, for example, an attack action that does 2[W]+2*STR+1d10+15ft push to 1 target and then opens up a new attack action that does 3[W]+3*STR+1d10+15ft push to 1 target. Unlike 4e, 5e doesn't codify and restrict the number of options so said character doesn't need to choose between a power that says 3[W]+3*STR+1d10+15ft push to 1 target, or 2[W]+2*STR+1d10+15ft push to 1 target and [W]+STR to a second target, or choose 3 targets and do [W]+STR+1d10+15ft push to each target. Those are all new options available to an 11th level battlemaster and could just as easily have been codified, labelled, and given a restricted list from which to choose.</p><p></p><p>The options aren't balanced to 3rd level because the permutations of options increases drastically as numbers of maneuvers increases, feats are acquired, and additional attacks become available. The restriction is more akin to a power point pool where even bigger options that became available can simply cost more points, but they are still available, so the choice is often to continue without blowing them all quickly. There's a big difference between having precision attack at 3rd level and having precision attack with 3 attacks at -5/+10 using great weapon master. Precision attack is the same, but the attack action of which it is a component is not.</p><p></p><p>One that same note, not all 4e powers were obviously simply improved versions of weaker abilities either. It's just they weren't all exactly different either, and were balanced against each other the same as those that might be just improvements on existing abilities.</p><p></p><p>It's the permutations that give the gain, not just the individual maneuvers.</p><p></p><p></p><p></p><p>I'm curious what you think a battlemaster should include. I'm still thinking of working on one, even if I don't care for the, for those who might like one. I would be cautious not to step on battlemaster toes at the same time, however.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 6656367, member: 6750235"] Yes and no. It wasn't uncommon for higher level powers to do add weapon damage and then also do the same basic effects as lower level powers and then just give it a new name. An 11th level battlemaster goes from, for example, an attack action that does 2[W]+2*STR+1d10+15ft push to 1 target and then opens up a new attack action that does 3[W]+3*STR+1d10+15ft push to 1 target. Unlike 4e, 5e doesn't codify and restrict the number of options so said character doesn't need to choose between a power that says 3[W]+3*STR+1d10+15ft push to 1 target, or 2[W]+2*STR+1d10+15ft push to 1 target and [W]+STR to a second target, or choose 3 targets and do [W]+STR+1d10+15ft push to each target. Those are all new options available to an 11th level battlemaster and could just as easily have been codified, labelled, and given a restricted list from which to choose. The options aren't balanced to 3rd level because the permutations of options increases drastically as numbers of maneuvers increases, feats are acquired, and additional attacks become available. The restriction is more akin to a power point pool where even bigger options that became available can simply cost more points, but they are still available, so the choice is often to continue without blowing them all quickly. There's a big difference between having precision attack at 3rd level and having precision attack with 3 attacks at -5/+10 using great weapon master. Precision attack is the same, but the attack action of which it is a component is not. One that same note, not all 4e powers were obviously simply improved versions of weaker abilities either. It's just they weren't all exactly different either, and were balanced against each other the same as those that might be just improvements on existing abilities. It's the permutations that give the gain, not just the individual maneuvers. I'm curious what you think a battlemaster should include. I'm still thinking of working on one, even if I don't care for the, for those who might like one. I would be cautious not to step on battlemaster toes at the same time, however. [/QUOTE]
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