For me, it reinforces that fighters are 'super-probable' warriors who defy the odds (ie., John McClane) just because -- at least at a plot/metagame level. In effect, combat superiority is an abstraction that can be flavored just like hit points within the story. I think there's an early sense of that from the posts so far. For one person, Combat Superiority reflects weapon mastery. For another, it reflects innate toughness. It could also reflect supernatural boons or something else. And I think that's the schtick.I don't think they have managed to find the answer to their initial question of "What makes the fighter unique compared to other classes?"
The danger of course is that the more specific the Combat Superiority Options (ie., less like hit points and more like discrete powers), the more you get into the arguments about why fighters have Vancian-like powers. Whereas a Combat Superiority Option like, say, 2 weapon fightinng, specifies a general fighting style and not a discrete maneuver or tactical result.More seriously they only have to divide those maneuvers into Gritty (level 1+: Trip, extra damage), Heroic (level 6+: attack everyone around you, grapple ogres), Bigger than life (level 11+: attack everyone in a room, rip someone's heart out and show it to him, shoot a handful of arrows at once), Mythic (level 16+: punch giants 30 feet away, jump castle walls, use a giant rock as an improvised weapon) and Anime Episode on Acid (level 18+: cleave mountains, use a gargantuan dragon as an improvised weapon) and give the DM authority on what maneuvers can the player choose from.
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