D&D 5E So, the martial classes just got a boost in versitility.

Rune

Once A Fool
All of the classes with combat expertise say that each die spent cannot be spent again on the same turn. The combat rules clarify that each creature in the initiative cycle gets its own turn.

This means the martial classes no longer have to choose between using their combat expertise dice ('cause that's what they are, despite the new name) proactively or reactively--now they can do both with all the dice available to them. And, for added fun, combat reflexes grants an extra opportunity attack per round--which can, of course, add in the extra dice of damage.

Take that, High-Level Wizard with your solitary 6th, 7th, 8th, and 9th level spells!

Also, the high level fighter got its extra action that doesn't have to be an attack back! Awesome!
 

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Take that, High-Level Wizard with your solitary 6th, 7th, 8th, and 9th level spells!

Don't get too excited. This is like May's first playtest packet for upper level Wizard spells.

Seven packets in from now, I imagine the Wizard's upper level spells will be looking quite different. Just like how the Wizard today from 1-10 looks different than that first packet back in May.
 

I may be mistaken, but the dice only refresh once, at the end of your own turn.

I don't see any mention of refreshing at the end of your own turn. I only see: "When you spend a martial damage die, you cannot use it again on the same turn."


Also, Flurry of Blows is now really good, compared to the previous version.
 

Interesting. I need to search a bit harder to be sure, but I think the OP is right. There is no "refresh", you can use the dice each turn. You must be able to take actions, so most of the time you use them on your turn, but in the event of a reaction, you have them.
 

Slightly off topic:

The extra damage boost at higher levels just feels like something else to keep track of. They should just get more die, if needed.

The fighters parry also feels like a bit much, pretty much DR, at least against 1 hit per round, but requires the fighter to make that roll and interrupt things.
 

The extra damage boost at higher levels just feels like something else to keep track of. They should just get more die, if needed.

I'm thinking they did that to keep the higher level martial classes from slowing down play by using too many maneuvers in a turn.
 

Interesting. I need to search a bit harder to be sure, but I think the OP is right. There is no "refresh", you can use the dice each turn. You must be able to take actions, so most of the time you use them on your turn, but in the event of a reaction, you have them.

...Which is great, because it'll keep opportunity attacks relevant at high levels.
 


I was never a fan of expertise dice, and although I give them some credit for switching to a d6 progression for martial damage dice, my complaints my sound particularly bitter.

Martial damage dice and martial extra damage are an exceptionally ugly way to achieve the simple aim of increasing the damage of non-spellcasters to handle monsters with more hit dice, and therefore more hitpoints. I mean, the +5+10+15+20 progression, just why, why would you do that instead of the SIMPLE and EASY to calculate +1 per level. You could even slow that rate of progression for the cleric, and maybe the rogue, so that they don't advance like a Fighter. I understand they see a need to primarily use dice as the method of damage increase, so that maneuvers can be triggered off of them, but can we at least tidy up this extra damage mess?

I'll restrict myself to generating the same effects that weapon attack bonus, damage dice/maneuvers and extra damage, but attempt to achieve something simpler. Weapon attack bonus is fine, though we could have a little differentiation so that the Fighter is the most accurate. Now, a way to grant maneuvers and improve damage.. why not just allow 1 maneuver point per turn per weapon attack bonus you have? That's simple. Maneuvers can then vary the dice used within themselves - helping to preserve flattened math, with the most basic maneuver doing your weapon damage (let's be nice to zweihanders). Now, the other bonus damage. It could progress differently I suppose, 1 per level for Fighters, less for other classes, but why bother? Why can't we combine all three into the same progression, with the basic damage maneuver scaling appropriately (weapon attack bonus might need a little adjustment, but it's changed in various packets).

Oh, and the Fighter's parry maneuver? I don't like it because suddenly Fighters are all about melee again, but if we must, make it passive. Just give them a certain amount of DR. Have it cover allies in melee with you if you have a shield. The more enemies the Fighter (and company) engages this way, the better! Two Fighters with shields would be KICKASS, covering each other (obviously no stacking allowed so a third Fighter wouldn't help much). You could even include it in the maneuver system I suggest above - if you allocate points to parry/protect, that's your DR for the round (or some multiple of).
 

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