So martial damage dice and manuevers went the way of the dodo. Deadly strike (and multiattack for the fighter and rogue) have taken it's place, with old manuevers becoming feats or class abilities.
I'd like to show a comparision of the old fighter to the new one.
OLD FIGHTER
-Got access to martial damage dice like the other martial classes. These dice were a per turn rescource.
-Manuevers allowed you to trade in the bonus damage of these dice to do things such as tripping along with your normal weapon damage, dealing partial damage on a miss, or reducing the damage of an attack against you or an ally. You could combine different manuevers in a single attack for a variety of effects.
-Allowed to pick a fighting style that gave you a grouped set of manuevers as you leveled up, simplifying character creation. You were also allowed to branch out from your fighting style and take a different manuever, or cherry pick from the beginning, allowing for maximum customizability.
NEW FIGHTER
-Martial damage dice are replaced by deadly strike like the other martial classes. This is based off of weapon damage.
-Manuevers are now feats or class abilities.
-Fighters get expertise dice, an encounter rescource. This is unique to the fighter.
-Fighters pick from a short list for a more damage ability, a better armor class ability, a possible damage on a miss ability, and a saving throw boost ability. One ability from each list. All must be cherry picked from their short lists.
-Fighters get bonus martial feats. All must be cherry picked from the martial feats list.
I hate to say it, but the new fighter seems both less customizable AND more complicated than the previous. That doesn't mean there isn't potential, but it is in all a let down to me. I'm curious about what others think.
P.S. Also, some of the "manuevers" seem a downgrade.
The new parry runs off of an encounter rescource (expertise dice). It boosts AC and you can spend only one die. There is a good chance that using it to boost your AC may do nothing since you could roll low. It seems that the move to an encounter rescource would be a good reason to keep some variation of the old version, where you KNOW that you will at least reduce some damage and not feel like your ability is wasted. I have similar concerns with the glancing blow style "manuevers".
I'd like to show a comparision of the old fighter to the new one.
OLD FIGHTER
-Got access to martial damage dice like the other martial classes. These dice were a per turn rescource.
-Manuevers allowed you to trade in the bonus damage of these dice to do things such as tripping along with your normal weapon damage, dealing partial damage on a miss, or reducing the damage of an attack against you or an ally. You could combine different manuevers in a single attack for a variety of effects.
-Allowed to pick a fighting style that gave you a grouped set of manuevers as you leveled up, simplifying character creation. You were also allowed to branch out from your fighting style and take a different manuever, or cherry pick from the beginning, allowing for maximum customizability.
NEW FIGHTER
-Martial damage dice are replaced by deadly strike like the other martial classes. This is based off of weapon damage.
-Manuevers are now feats or class abilities.
-Fighters get expertise dice, an encounter rescource. This is unique to the fighter.
-Fighters pick from a short list for a more damage ability, a better armor class ability, a possible damage on a miss ability, and a saving throw boost ability. One ability from each list. All must be cherry picked from their short lists.
-Fighters get bonus martial feats. All must be cherry picked from the martial feats list.
I hate to say it, but the new fighter seems both less customizable AND more complicated than the previous. That doesn't mean there isn't potential, but it is in all a let down to me. I'm curious about what others think.
P.S. Also, some of the "manuevers" seem a downgrade.
The new parry runs off of an encounter rescource (expertise dice). It boosts AC and you can spend only one die. There is a good chance that using it to boost your AC may do nothing since you could roll low. It seems that the move to an encounter rescource would be a good reason to keep some variation of the old version, where you KNOW that you will at least reduce some damage and not feel like your ability is wasted. I have similar concerns with the glancing blow style "manuevers".