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Garthanos

Arcadian Knight
[h=6]Battlemaster ... the distracting strike does the help action but you can attack hard while doing it.

Distracting Strike[/h][FONT=&quot]When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.[/FONT]
 

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Garthanos

Arcadian Knight
One of my solutions to the battlemaster not having at-wills is to allow what I call skilled superiority

Skilled Superiority
forego one of your attacks and make a Wisdom(Insight), Intelligence(Investigate) or Charisma (Deception/Intimidation/Persuasion) check if you succeed you may add the attribute bonus to the damage of and treat the following attack as though you spent a superiority die

It plus Battle Ready (which lets you base initiative on a mental attribute) and a yet to be made up Warlord Fighting style ... would step a Battlemaster closer to Warlord

Perhaps Leading Attacker any ally who attacks the one you just hit gets a bonus of +1 til your next turn.
 

Garthanos

Arcadian Knight
Even by the 5e description. If there are normally six encounters per day, that means there will be two encounters per short rest.

Half as many uses double them so I always have one by game assumptions ... its encouraging I hit it with my sword and has no dailies for that same character

Not even at-wils for your fighter except the most boring one in 4e... ie twin strike
 
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Garthanos

Arcadian Knight
5e didnt just remove the Warlord ... they removed awesome.

No your fighter cannot do a come and get it.

AND will never get to
 


Garthanos

Arcadian Knight
How about I want the larger than life paradigm back...

It was pointed out in D&D (sic) doing the impossible meant using a spell.

5e characters feel petty in comparison to 4e... even moderately levelled ones



  1. Heroic tier: Levels 1-10.
    • Characters may have impressive skills, but operate on a basically human level.
    • Adventures take place in local environments - dungeons, towns, forests.
    • Threats are mostly part of the local ecology, or summoned or created. (Natural creatures, other sapient species, created mechanisms, plants.)
  2. Paragon tier: Levels 11-20
    • Characters now have extreme, near-superhuman levels of their lead skills. They can accomplish things no ordinary human could (and make very difficult skill DC rolls!)
    • Adventures take place in a wider arena. They may save entire kingdoms, not just local villages. Their growing reputations will make them major players, even if birth and rank don't. They might lead guilds, be involved in court politics, or command soldiers.
    • Enemies also exist on a larger scale. Extraplanar threats become more common, and less likely to have to be summoned first. Players may meet dragons, invading warlords (and their armies), elemental or demonic creatures, colossal magical beasts.
    • Characters gain powers from a 'paragon class' - a development of the 'prestige class' idea from D&D 3e. The paragon class gives tightly-focused powers related to a specific concept of how to play the character's main class. (For example: A druid who specialises in driving animals berserk. A warlock who steals life from opponents. A barbarian who becomes more and more like a bear.)
  3. Epic tier: Levels 21-30
    • Characters can accomplish awesome and impossible things with skills alone, before they even bother to use their class powers. Which are increasingly powerful.
    • Adventures are routinely extra-planar - if the characters even make their homes on their original world any more - and threats are ancient dragons, powerful planar entities, titans, or the like. Entire worlds or areas of existence may be at stake.
    • Each character progresses towards an 'epic destiny' - chosen by the player at L21. They gradually gain extra powers appropriate to this destined ending. (For example: becoming a god, or a transcendent energy-entity, or a heroic legend, or an immortal traveller.)


      Doing the impossible with skills alone were on the list.
 

Garthanos

Arcadian Knight
At high levels if you look at skill checks you can decently hit difficulties that were literally impossible before ie the mechanics back up the flavor of the tiers elegantly.
 

Tony Vargas

Legend
The 5e Help action seems very warlordy to me.
The 'Aid Another' action goes back to 3e, when it gave a simple +2.

I played two 3e character who were, in retrospect, trying, unsuccessfully, to be Warlords. One was a Paladin diplomancer who prioritized CHA, in combat, he would sometimes trundle into a flanking position and use Aid Another so his Dwarf Fighter ally could throw a few more BAB to his Power Attack.

How is ‘per encounter’ significantly different from ‘per rest’.
It's more absolute? If you roll initiative, anything that's 'per encounter' is available. If you rest 5 min to get back an ability, you'll /usually/ have it in each encounter, but sometimes you may be time pressured to the point that even 5 minutes is too long. If it takes an hour, there will frequently be time-important situations where you will have two or more encounters in a row without re-charging.

Seems pretty significant.
 

Yaarel

He Mage
[MENTION=82504]Garthanos[/MENTION]

I am mulling three rest types.

• sleep (8-hour long rest)
• meal (1-hour short rest)
• breather (15-minute brief rest)

The breather matters because it is the standard unit of time to perform a magical ritual. (I like a 15-minute unit over 10, because there are about one hundred of them per day: 14 minutes and 24 seconds.) Also, 15-minute breather feels like a more useful time space to get something done. It is enough time to bandage wounds, explore a room, eat something on the run, regather ones wits, and so on.

I am unsure what restorative benefit to assign to the pause. Short rest can spend hit dice, long rest refreshes all hit points and hit dice.

Re 4e: an ‘action per breather’ can approximate an encounter power. And it comes with its own narrative explanation. The capability is exerting and requires one to catch ones breath before doing it (effectively) again.
 
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Garthanos

Arcadian Knight
@Garthanos

I am mulling three rest types.

• sleep (8-hour long rest)
• meal (1-hour short rest)
• breather (15-minute brief rest)

The breather matters because it is the standard unit of time to perform a magical ritual. (I like a 15-minute unit over 10, because there are about one hundred of them per day: 14 minutes and 24 seconds.) Also, 15-minute breather feels like a more useful time space to get something done. It is enough time to bandage wounds, explore a room, eat something on the run, regather ones wits, and so on.

I am unsure what restorative benefit to assign to the pause. Short rest can spend hit dice, long rest refreshes all hit points and hit dice.

Re 4e: an ‘action per breather’ can approximate an encounter power. And it comes with its own narrative explanation. The capability is exerting and requires one to catch ones breath before doing it (effectively) again.

A fight takes such a short amount of time that I often compared it to a short run... like even a 6 hundred yards dash... its a little more than a minute and you spend it pretty much full exertion like fighting for ones life.

You can recover relatively quickly though there are a maximum real people can do in a day... that is probably not true for someone who is a nascent demigod or less grandiose sounding read Tolkien, Legolas/Gimli/Aragorn.
 

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