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*Dungeons & Dragons
5th Edition -- Caster Rule, Martials Drool?
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<blockquote data-quote="Ashkelon" data-source="post: 6362825" data-attributes="member: 6774887"><p>I love it anytime someone brings up improvisation as the means of making interesting martial PCs. Improvisation in combat in D&D sucks. Nine times in ten you will be better off simply attacking your foe. Improvisation usually comes with additional skill checks or penalties to the attack roll that make it far to unreliable. On top of that the conditions it allows for are often not worth the penalties or additional rolls. Sure, sometimes a string of lucky rolls might give the player a feeling of having done something cool, but more often than not their turn spent improvising is a wasted turn.</p><p></p><p>For the people who want tactically interesting martial warriors, improvisation simply doesn't cut it. They want reliable abilities that are not repeatable at-will. They want to be able to make a tactically interesting choice every round. They want tier choices to be meaningful. At-will improvisation does none of those things. What is worse, just because you have a few codified abilities, it doesn't mean you can no longer improvise! You can improvise in addition to using whatever maneuvers you have.</p><p></p><p>I want to see an awesome martial with capabilities worthy of the challenges he is facing. When fighting an ancient red dragon, the warrior should not play the exact same way he did when he was fighting rats in the basement.</p></blockquote><p></p>
[QUOTE="Ashkelon, post: 6362825, member: 6774887"] I love it anytime someone brings up improvisation as the means of making interesting martial PCs. Improvisation in combat in D&D sucks. Nine times in ten you will be better off simply attacking your foe. Improvisation usually comes with additional skill checks or penalties to the attack roll that make it far to unreliable. On top of that the conditions it allows for are often not worth the penalties or additional rolls. Sure, sometimes a string of lucky rolls might give the player a feeling of having done something cool, but more often than not their turn spent improvising is a wasted turn. For the people who want tactically interesting martial warriors, improvisation simply doesn't cut it. They want reliable abilities that are not repeatable at-will. They want to be able to make a tactically interesting choice every round. They want tier choices to be meaningful. At-will improvisation does none of those things. What is worse, just because you have a few codified abilities, it doesn't mean you can no longer improvise! You can improvise in addition to using whatever maneuvers you have. I want to see an awesome martial with capabilities worthy of the challenges he is facing. When fighting an ancient red dragon, the warrior should not play the exact same way he did when he was fighting rats in the basement. [/QUOTE]
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5th Edition -- Caster Rule, Martials Drool?
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