Vaalingrade
Legend
Enemies are not going to fall for the same trick over and over again. They will block a jab to the eye if you keep doing it.
You mean like a 'simple' class swinging a sword blandly and repeatedly ad nauseum?
Enemies are not going to fall for the same trick over and over again. They will block a jab to the eye if you keep doing it.
Don't start another, 'hit points are not just meat' flame war. Ain't nobody got time for that.You mean like a 'simple' class swinging a sword blandly and repeatedly ad nauseum?
There are a number of good ways to balance things that can pack plenty of flavor, like being able to burn extra attacks, encounter resources, or recharge during combat resources, trading damage for effects, trading action resources for effects, etc.I suppose my concern is that fighters are perfectly playable as they are. Most are looking for a versatility increase rather than a power increase. Mirroring the long used resource of Channel Divinity isn't adding a new or confusing resource management system so it feels fairly safe to me. It can scale with fighter level. I suppose you could make it a short rest resource though?
Most of those aren't used in 5e though. Fighters can already burn multiple attacks for combat tactics but it's Most often suboptimal to do so, except e.g. shoving someone off somewhere very high, or disarming a caster of their spell focus. Encounter resources just don't exist.There are a number of good ways to balance things that can pack plenty of flavor, like being able to burn extra attacks, encounter resources, or recharge during combat resources, trading damage for effects, trading action resources for effects, etc.
Then make your suggestion then.There are a number of good ways to balance things that can pack plenty of flavor, like being able to burn extra attacks, encounter resources, or recharge during combat resources, trading damage for effects, trading action resources for effects, etc.
I suggest they use one or more of the above.Then make your suggestion then.
I was trying not to think of that. Maybe they should have made rogues, monks, and barbarians a group instead of warriors.Unarmored Defense?
The warlord style ones generally feel more like sidekick ones LOL... the ability to affect the entire team is missing. I do understand when people say "just like the Eldritch Knight would make a less than satisfying Wizard the Battlemaster makes a less than satisfying Warlord".Yeah I toyed with the notion of converting most of them to bonus actions with no extra damage. Riposte I would probably not allow extra damage even with a superiority die. Treat it like an off-hand attack. Some that cost reactions or bonus actions already might be off the menu. The warlord ones can stay and should also be available to banerets with d6 dice imo.
I saw someone homebrew second tier manoeuvres that cost two superiority dice and could affect more than one target. It would be easy to do that for warlords too.The warlord style ones generally feel more like sidekick ones LOL... the ability to affect the entire team is missing. I do understand when people say "just like the Eldritch Knight would make a less than satisfying Wizard the Battlemaster makes a less than satisfying Warlord".
why would WOTC write up a subclass that was meant primarily to synergize with a feature that (at the time) was considered totally optional...?In previous editions, fighter-mages were only possible via multi-classing. I always assumed that eldritch knight was just intended to synergise a bit better with that process, not that it was ever intended to reflect the trope on its own.