Chaosmancer
Legend
most of BM maneuvers could be at-will if you remove added damage.
That is basically how I created my combat arts rule set
most of BM maneuvers could be at-will if you remove added damage.
I like there being mulitple different ways to inflict the same condition/status effect. Weapon Mastery, Maneuvers, Feats, etc.Because some manoeuvres like tripping attack stomp on feats. Because no action cost at wills might create multiclass cheese. If topple does it anyway then I doubt it would even make the cut unless you want every fighter to have it on every weapon.
Huh, that's a point to consider. Do the Devs want us doubling up on condition saves? Do they even want us stacking different possible conditions, but forcing multiple saves off a single attack? Because I can see that being a design concern.I like there being mulitple different ways to inflict the same condition/status effect. Weapon Mastery, Maneuvers, Feats, etc.
But is it too powerful for one PC to have multiple potential ways to knock someone prone on the same attack?
Weapon Mastery: Topple
Battlemaster Maneuver: Trip Attack
They already have those abilities. The rogue is getting them at-will.Because some manoeuvres like tripping attack stomp on feats. Because no action cost at wills might create multiclass cheese. If topple does it anyway then I doubt it would even make the cut unless you want every fighter to have it on every weapon.
I'll try to say this clearer, since the points you bring up completely ignore my claim, and instead invent a fictitious one, that you then argue against.Since when does "beer and pretzel game" mean "fat drunk"? I always was under the impression that it referred to a relaxed, combat-only style of game, that didn't care about optimization or much about plot. I think you really went from zero to a thousand there with the accusations man.
As for your points...
1) Combat doesn't go faster if you have a wizard, druid, cleric and then you pick a champion fighter. Sure, you can speed up your turn, but you aren't speeding up the entire combat. In addition to being unable to control what classes other people pick, you have OTHER classes that are equally fast. The Barbarian and Rogue can take fast turns, same with paladins and rangers. If you just want a fast turn, you aren't limited to just the champion fighter.
2) Has nothing to do with class. Everyone can do this. Stop trying to peddle "I have no options" as "I have the freedom to try new things". Everyone has that freedom. Most of them ALSO have options.
3) This has nothing to do with your class. People who play wizards can sit and listen to other players. Seriously man, you are associating player behavior with class like it is some zodiac sign. People who play other classes aren't combat-perfection obssesed jerks who won't listen to your RP.
4) And the same thing. I'm a heavy RPer. I play a lot of classes. Just because I play paladins and druids doesn't suddenly mean I don't RP.
You seem to have just associated "I play a champion fighter" with "I'm a good player who cares about the story and world" and that's just a bit gross.
I'll try to say this clearer, since the points you bring up completely ignore my claim, and instead invent a fictitious one, that you then argue against.
Claim: Some players that play the champion do so because they like not having a lot of options. For them, it frees up their minds to think about other things, such as being creative with the environment or their inventory. Your claim is to remove that option for those players. I disagree.
All those things you said up there about combat not speeding up, but somehow it does, but only for one player. That still speeds it up. About everyone having freedom. I have never suggested otherwise. I stated exactly what my claim is. No where in there does it state players don't have freedom. Some players have more freedom when their options are limited. And again, I have never said wizards can't RP. Some players though, RP better when they have fewer options. You are making up claims that I am not promoting and arguing against them.
I disagree. It's common sense related to time. If a player has seventeen options, and they are trying to determine which one is best, they need to belay their attention from the players to their options. It has even been some people's argument on this thread that the caster likes to think outside the box, they like to come up with creative solutions. Thinking and coming up with creative solutions requires time and brain power. Hence, removing their attention from the other players role play.
Nothing, I have seen wizards do creative stuff with spells, and it boils down to DM's permission, just like it does with a champion that utilizes something in their environment. But there is a difference between the two: one specifically states what it can do (wizard spell), the other does not. Once you have a stated text, rules or flavor, I think what you will find is most players use the stated text as is. Some don't and that is cool. But most of the time when I see someone cast sleep, it is specifically to make a group of baddies sleep. Sure, the clever one uses it to put to sleep the orphan kids so they don't wake up when the battle wages outside their window. But, most, even if given that opportunity, do not. They think, how can I kill the aggressor, not how can I make sure these kids don't witness this. The reason is because the spells tell you to do this or that.
I am not going to throw any player under the bus, or wagon in this case, but based on my experience, I have never not seen it happen. Heck, even the so called "professionals" are constantly scanning their character sheets and resources for the things they can do. Now, take into account that:
I think it's fair when you take these things into account that not all tables and players are the same. Heck, even one of the Critical Roll cast had to constantly look up their attack modifier - every single time. So it seems to me to be a very unfair statement that players should simply "know their stuff." Should they? Yes. Do most? No.
- Many players just don't (or can't) memorize their character
- Players that decide they want to do "the best" thing so given how combat changes not per round, but per turn, they adjust and readjust, which might involve looking
- Some players face analysis paralysis
Of course they can deliver these things. The point is - some players choose to craft these more carefully. Most players can make a joke or come up with a line to say. In my experience, most players don't weave foreshadowing or directly tie it to their personality, bond, ideal, or flaw. For most, that takes some mental effort. As far as speeches go, I do not believe most players try to think of them while playing, and it often shows. But, if you give them a scenario and let them craft something - it shows.
That was the point.
Weapon expertise is at-will maneuvers...I bet $10 right now the BM has some at-will maneuver juice of some kind, and does it harder and better when they spend dice.
It very clearly isn’t the same thing as at-will BM manuevers.Weapon expertise is at-will maneuvers...
There are 9 masteries and 23 battle master maneuver.It very clearly isn’t the same thing as at-will BM manuevers.
Changing your ability to push into the ability to slow or whatever is not the same thing as trying to disarm a target in place of an attack, alongside a couple other such abilities, each of which can be upgraded by spending a die from a limited pool.
Which weapon mastery lets your ally move safely? Which one goads enemies into attacking you?
And it’s a level 7 feature. Level 7 is a bit late to be getting concept defining abilities. This is level 3 stuff.