D&D 5E Why (IMO) fighter maneuvers have gotten worse each packet.

Bluenose

Adventurer
+1

I think that a shield or parrying dagger should have properties that allow you to increase you MDD to d8 when parrying, and sheilds should make it VS any attack (yes even fireball)

The more I think about it, the more I believe there should be two sorts of manoeuvres. Some which you can do no matter how you're equipped. Crazy flipping around to avoid a fireball, say, like a monk or rogue might manage; managing to make even blows that your opponent blocks do some damage, like a fighter. And some which are associated with equipment. You have a shield, you can parry melee or missile attacks; you're a monk with weird martial arts weapon or a rogue with a parrying dagger, you can try to disarm enemies with your MDD.
 

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fjw70

Adventurer
No, it's very explicit in saying that the dice refresh on "every turn (your and everyone else's)".

I don't see that quote. This is waht I do see on the refresh rate.

When you spend a martial damage die, you cannot use it again on the same turn.


Until clarified I am going with poor wording and they mean once per round.
 

mlund

First Post
That just cannot be true, it must be just bad use of the word "turn" in the document that sounds like anybody's turn while it probably means "round" or your turn anyway. You still have you allotment of MDD once per round, otherwise it's just going to create a nightmare when someone take an OA or has an ability that allows an attack as a reaction,

No, not really. It works just fine as written.

Parry is a Reaction.

Opportunity Attack is a Reaction.

You only get one Reaction per round.

So once per round, when it is not your turn, you can make an attack and use your Martial Damage Dice to hit harder or Parry and use your Martial Damage Dice to take less damage. I'm not seeing anything broken here. That's actually artful in a minimalist sort of way. You don't want to disengage from a Fighter or Rogue to go after the squishy caster because you die twice as fast that way. It also makes maneuvers like Opportunist less terrible. Bonus points for being able to Trip someone as part of your Opportunity Attack when they try to disengage from you.

The only real problems with the Maneuvers right now are the old "use highest die result only" maneuvers that still suppose that you're moving up to bigger dice instead of more dice (Glancing Blow is horrible now after 1st level) and that multiple-attack maneuvers like Whirlwind Attack don't chain out the Martial Damage Bonus - and that's not a maneuver problem so much as a Combat Expertise problem that happens to make Volley and Whirlwind Attack worse than they need to be.

- Marty Lund
 

TwoSix

Dirty, realism-hating munchkin powergamer
I don't see that quote. This is waht I do see on the refresh rate.
Sorry, it's actually in the description of martial damage dice for the barbarian, not the fighter. Page 2 of the classes document, third paragraph of the "Martial Damage Dice" header.

"You regain your spent martial dice at the start of each turn, whether it's your turn or someone else's."

I'm not sure whether this was intended to be barbarian only, or whether they added it into the barbarian description and didn't change the other classes. (Since this a playtest, I'm assuming they didn't get to update the whole document). Still, since barbarian is the newest class, and it is pretty explicit, it must mean something.
 

fjw70

Adventurer
Sorry, it's actually in the description of martial damage dice for the barbarian, not the fighter. Page 2 of the classes document, third paragraph of the "Martial Damage Dice" header.

"You regain your spent martial dice at the start of each turn, whether it's your turn or someone else's."

I'm not sure whether this was intended to be barbarian only, or whether they added it into the barbarian description and didn't change the other classes. (Since this a playtest, I'm assuming they didn't get to update the whole document). Still, since barbarian is the newest class, and it is pretty explicit, it must mean something.


Thanks for the reference. MDD refreshing every turn makes more sense with the new weapon/martial DD split system discussed in the last Google Hangout chat. My guess is the updated wording in the Barbarian might be a preview of the new version of the fighter where the MDD are a smaller part of the overall damage, but we will see. Barbarians probably won't have MDD in the next packet.


With the DDN encounters session starting next week I hope we get a new full packet very soon.
 

Stalker0

Legend
Does anyone remember the clarification posted about the every turn language? I know WOTC very specifically clarified how MDD works currently
 


ZombieRoboNinja

First Post
I don't see that quote. This is waht I do see on the refresh rate.



Until clarified I am going with poor wording and they mean once per round.[/SIZE][/FONT][/SIZE][/FONT]

They've already clarified on this very forum. Trevor Kidd came on here and confirmed that the dice refresh ever turn, not round. (I'm on my phone and can't search for it, but it was around Christmas.)
 

fjw70

Adventurer
They've already clarified on this very forum. Trevor Kidd came on here and confirmed that the dice refresh ever turn, not round. (I'm on my phone and can't search for it, but it was around Christmas.)

Yep that seems to be the intent, but since they are changing the system anyway it isn't a big deal.
 

Nine Hands

Explorer
I completely agree that the fighter abilities have just devolved over the last two playtest packets. I do not like the current + bonus damage + MDD, its just silly. Refreshing every turn is another thing that takes away from the resource management of the game.

I DO like the use of standard dice (d6s) especially since you can have the player just use a special set of Martial Dice (I like the term Expertise Dice) and when they spend them, they move them off the character sheet. When its refreshed they put the dice back on.
 

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