D&D 5E Are you happy with the Battlemaster and Fighter Maneuvers? Other discussions as well.

Are you happy with the Battlemaster design?

  • Yes.

    Votes: 68 49.3%
  • No.

    Votes: 16 11.6%
  • Not enough info to decide.

    Votes: 54 39.1%

Or like 3e. Those games were all built off the same system and shared similar goals. Modern tells us a lot about what D&D could be.

With what? I mean, you may not like my direction for things, but I'm nothing if not consistent.
No - 3e had a completely different set of goals than 1e had. (Although, it should be noted, not all that different from some incarnations of 2e.)

...Sprinkle all of the following with heaping gobs of "IMO" and whatnot; I have no access to universal truth, and I'm trying to step away from philosophical BS, but I'll just lay this out and move on.

For me, D&D is something very specific. It's a game about exploring dungeons (or other dangerous locales), fighting dragons (or other dangerous enemies), looting treasure, and getting better at exploring/fighting/looting. If D&D isn't the best game at these, no matter what else it's doing anywhere else in the system, it fails for me. And this is why 4e finally fulfilled the promises D&D had been making for decades; it cashed the checks previous editions wrote.

That's also why I'm a big fan of 1e and RC; no other editions did the "exploring dungeons" part better, in my mind. It fell flattish on the "fighting dragons" part, but they're top of the heap on that pillar.

3e, on the other hand, pretty soundly failed at all of it for me. It took me a while to figure out why, but it's the least "D&D" to me of all the editions because it shares the fewest goals. Its approach to classes is part of it, and its approach to balance is another. But even more than that - it focuses too much on the stuff that happens between adventures, so much so that for many people that's become what D&D is about. 2e really started this ball rolling - it was mired in the 90's when dungeoncrawling was getting a bad rap - but 3e continued down that same vein and took it to an even bigger extreme where skills weren't just a sideshow but a central feature for every character, where NPC classes were a "thing", and where treasure was all of a sudden a mutant point-buy power-up system. That's simply not what I want out of D&D at all. (Again, all IMO - I know that's exactly what some folks want.)

...

As for the second part - you're consistent, but what you're describing is nothing that I associate with D&D. Not with its legacy, and not with its most important goals. D&D is a game where you should be able to say, "I'm a 9th level Fighter" and that should communicate something important about who your character is and what your character does. Dissolving a vibrant and useful class-based approach in the interest of serving simulation is just bizarre to me when there's so many other games that don't use classes or levels already.
 

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I get old school. People who don't want to change anything because they like the D&D game they grew up with. It's not me, but it makes sense.

What I don't get is how people can somehow reconcile adding in elements that are completely antithetical to old school D&D (including class-specific maneuvers/powers/etc. for the fighter, resource limitations on the same, martial healing, martial mind control), but when faced with the possibility of other less radical and more parsimonious changes, cry out that D&D is a special snowflake, not a general fantasy rpg, and it can't ever change. The amount of cognitive dissonance inherent in that perspective is mind-boggling to me.

Indeed. And that's what I'm saying. Each mechanical system (skills, the combat rules, health and healing, magic, etc.) should be built in its entirely, be thoroughly tested and be functional across a broad range of applications, completely independent of any particular class. Specific character building rules like classes are simply not inherent to d20 or D&D at large.
Really? Because to me, that's completely the opposite. Third is the most radical edition change ever because of its free and open multiclassing. It takes the paradigm the game was built on--class based niche division--and moves it towards a point by system. There's nothing wrong with a point buy system, but the weird hybrid between old school D&D and Point Buy seems a lot more divorced from the game's traditions than the things you've mentioned. Even those things are mostly part of the design's dualistic approach to niche protection: Classes are expressions of a Power Source and a Role. Every Power has a Leader class, but Divine is still by far the best healer. Every Power has at least one Striker class, but nobody can out-damage the Ranger. The Martials eventually got a Controller, but the Wizard runs circles around every other.

As for Martial mind-control, I just searched the Compendium and the only Martial power that Dominates is a Rogue exploit that involves literally sticking a dagger in a foe's back and forcing him to do what you want--not mind control in the slightest. So..... ban that power and you're golden
 

Der Rage - if you go through the entire 4e PHB, you'll find about 4 martial powers that cause enemies to move without actually physically interacting with them. The entire bit of edition warring about how 4e allowed martial characters to mind control boils down to far, far less than 1% of the powers in the PHB. It was one choice out of 4 for the given level where it appeared. You could easily remove those four powers and no one would ever notice.

But, apparently the mere presence of 4 powers broke people's ability to envision the game.
 

No - 3e had a completely different set of goals than 1e had. (Although, it should be noted, not all that different from some incarnations of 2e.)
I was referring to 3e being designed on the same plane as its d20 offshoots; Modern and SW and so on. I don't know that 3e has the same goals as 2e or 1e did. I would imagine not. Neither does 5e.

For me, D&D is something very specific. It's a game about exploring dungeons (or other dangerous locales), fighting dragons (or other dangerous enemies), looting treasure, and getting better at exploring/fighting/looting. If D&D isn't the best game at these, no matter what else it's doing anywhere else in the system, it fails for me.
That's fair enough. I would expect a game with D&D on the label to deliver that. However, I think it's become a great deal more than that, to the point where it is functioning as the generic fantasy rpg, even if it wasn't originally intended to do that.

3e, on the other hand, pretty soundly failed at all of it for me. It took me a while to figure out why, but it's the least "D&D" to me of all the editions because it shares the fewest goals.
That may be. However, 3e is the best generic genre/world simulator by a mile (of the D&D editions, anyway). 5e, according to its goals of capturing all editions of D&D, kind of has to cast a net big enough to include this.

But even more than that - it focuses too much on the stuff that happens between adventures, so much so that for many people that's become what D&D is about. 2e really started this ball rolling - it was mired in the 90's when dungeoncrawling was getting a bad rap - but 3e continued down that same vein and took it to an even bigger extreme where skills weren't just a sideshow but a central feature for every character, where NPC classes were a "thing", and where treasure was all of a sudden a mutant point-buy power-up system. That's simply not what I want out of D&D at all. (Again, all IMO - I know that's exactly what some folks want.)
That's all fine and good, but as you note, it's not even one edition. 2e and 3e both broadened the focus of the game. Did this move it away from its dungeoncrawling roots? Absolutely. Is it less "D&D" because of that? I suppose that depends on one's perspective.

But again, if 5e is really going to capture everyone, it can't just be about a competitive "Hunger Games" style dungeoncrawl where each class's contributions are being tracked on some imaginary scorecard. It can have that, but it can't be just that.

As for the second part - you're consistent, but what you're describing is nothing that I associate with D&D. Not with its legacy, and not with its most important goals. D&D is a game where you should be able to say, "I'm a 9th level Fighter" and that should communicate something important about who your character is and what your character does.
In 3e, it communicates that you don't understand how prestige classes work. That being said, I'm not sure what the big deal is here. Regardless of whether a character is built class-based or not, you really have to read the whole character sheet to get enough information to convey the complete set of capacities of an entire person.

Dissolving a vibrant and useful class-based approach in the interest of serving simulation is just bizarre to me when there's so many other games that don't use classes or levels already.
Couldn't you say the same of anything though? Classic D&D doesn't have a maneuver system. Tons of other rpgs do. If you want a maneuver system, just play Iron Heroes (where Mearls should have stayed), or some other game that does. Dissolving a simple d20-based approach in favor of a more complex scheme serves what exactly?

I don't see how saying "I attack the goblin", rolling a d20, and not saying or doing anything else is not D&D enough. That's what all those old-school fighters were doing over and over again. Sounds pretty D&D-ish to me.

***

Really? Because to me, that's completely the opposite. Third is the most radical edition change ever because of its free and open multiclassing. It takes the paradigm the game was built on--class based niche division--and moves it towards a point by system.
I don't think it's that radical. Already 2e had proliferated splatbooks that tore the old class niches apart. D&D had gone from fighting man and magic user to dozens of classes that hybridized all the old niches and combined abilities freely. Multiclassing and dual-classing became the norm. Kits and NWPs were all the rage, which amount to either rebuilding your class to do what you want, or adding abilities completely independently of class.

Skills, feats, and open multiclassing are certainly different, but they're a logical next step in the direction the game was already going: towards more flexible and open-ended character creation and away from artificial niche protection. We still haven't taken the next steps (merging feats and class abilities and merging skills and all the other d20 rolls) after fifteen years, which I think is rather odd.

Hussar said:
if you go through the entire 4e PHB, you'll find about 4 martial powers that cause enemies to move without actually physically interacting with them. The entire bit of edition warring about how 4e allowed martial characters to mind control boils down to far, far less than 1% of the powers in the PHB. It was one choice out of 4 for the given level where it appeared. You could easily remove those four powers and no one would ever notice.
We've also established that the same is true of all those "broken" 3e (and previous) spells. If you really can't handle the polymorphs and calling spells, there aren't that many of them, and most of them are high level and out of reach for most characters anyway. And yet you seem rather concerned about them.
 

Der Rage - if you go through the entire 4e PHB, you'll find about 4 martial powers that cause enemies to move without actually physically interacting with them. The entire bit of edition warring about how 4e allowed martial characters to mind control boils down to far, far less than 1% of the powers in the PHB. It was one choice out of 4 for the given level where it appeared. You could easily remove those four powers and no one would ever notice.

But, apparently the mere presence of 4 powers broke people's ability to envision the game.
I see... I knew that some people were skeptical that certain creatures could be provoked with Come and Get It, but even then that's not mind control, anymore than the Rogue power I cited with a Dominate effect is mind control. Perhaps with unintelligent creatures such effects should be vs Reflex instead of Will (or use the equivalent D&D Next saving throw) to clear up the confusion.
 

It's not so clear cut as you make it sound, because it's all a matter of presentation. If you have to choose to have magic, or have resonance, or not, then that's a choice on the level of a class. Unless things have changed even more than I thought they have, wizards still have to choose a path, don't they? So you could say that the list of possible classes are: Mage, Shaman, Physical Adept, Resonance-person, Mundane.

The paths still exist in lore, but the game is very open about creating your own path instead of using a predefined one.
And just because Resonance and Magic is incompatible doesn't mean that there are classes as neither limits you to specific abilities. Just having a magic score doesn't mean that you are a wizard. You can also be a adept or a mix between the two. Or you can only dabble in magic and have a mage decker, etc. Nothing is predefined unlike in D&D where a class tells you exactly what you will learn in the future and what you can''t do.
In SR you can have a troll social adept with a Panther assault cannon if you want.
 

That may be. However, 3e is the best generic genre/world simulator by a mile (of the D&D editions, anyway). 5e, according to its goals of capturing all editions of D&D, kind of has to cast a net big enough to include this.

Wait. What?

3e is a terrible generic fantasy system. It's a great DnD fantasy system but as soon as you try to depart from those baselines, you have all sorts of problems.

This is why you had dozens of setting books from different companies which had to largely rewrite DnD in order to make it work in that setting.

Look at truly generic games to see how it works. Savage Worlds settings don't need to rewrite the game to do new settings. They just present the new setting. Gurps certainly doesn't need to. Fate core is virtually unchanged regardless of setting.

3e is not a generic game by a long shot.
 

Wait. What?

3e is a terrible generic fantasy system. It's a great DnD fantasy system but as soon as you try to depart from those baselines, you have all sorts of problems.

+1

3.x(aka, Caster Edition) does anything except Super Magic High-Fantasy poorly given how much magic your average party has access to.
 

There is always this very annoying problem in the background, and it doesn't want to die...

Everybody says the Fighter needs something unique, but every time the designers design something unique for the Fighter, always someone comes up and say "but my Barbarian/Ranger/Paladin/Rogue should be able to learn that too, because it's combat and everybody should be able to learn that!". So the designers make that available to everyone, and we're back to square one that the Fighter doesn't have anything unique...

Why doesn't that happen e.g. with the Monk? The Monk also is all about combat and physical skills, why isn't everyone claiming that a Fighter/Barbarian/Ranger/Paladin/Rogue should be able to learn flurry of blows or stunning attack or ki strikes?

If the Fighter's stuff was conceived as a weapons-based martial art, we could also start seeing that a Ranger cannot simply take a week off his woodsy life and learn the Fighter's stick, just in the same way he cannot take a week off and meditate in front of a waterfall and gain Ki strike. He has to stop progressing in the Ranger class for a while and take levels in Fighter, representing some bigger effort to "set the basics" first into their art.

THAT SAID, I am not at all against cross-classing feats, but they have to be FAIR. Which means, if there are feats to get the Fighter's superiority dice and maneuvers, there must be also feats to get Barbarian/Ranger/Paladin/everybody else's stuff. Not necessarily particularly convenient feats (e.g. we have feats to get spells, but they won't make you as good as spells as taking levels in a spellcasting class).

This IMHO would be good design, because it won't mean like in 3e that the Fighter is the only one who hasn't anything unique. The main stuff (maneuvers, spells, rage, ki, sneak attack...) is not unique anymore, just more "natural" (i.e. convenient and fully developed) for a specific class, but available to others as well, at least if cross-classing feats are allowed by the DM. Some secondary stuff is still unique, in the form of mid-high level class features, although even that could be obtained in the Advanced game, if swapping class features between classes is allowed.

What I am against, is that vision that the Fighter needs to know only generic stuff while all others have their "schtiks".
 
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That's the experience I want and expect out of D&D though. If I didn't want classes to be important, I'd be playing Savage Worlds or something along those lines. It's the core feature of D&D as opposed to any other frpg out there.

Well, there are other frpgs that use classes, though I agree they're hardly common.

It's a fighter. If you're not fighting (which sometimes you're not in D&D) its usefulness should be optional at best. If you are fighting, you should be useful much of the time, but occasionally not. That's not bad design, that's delivering on what the character promises.

Then it needs to be an actual option. There need to be options for the Fighter to be useful out of combat, without having to jump through thriteen hoops and compromise their ability to fight as well.

Wait. What?

3e is a terrible generic fantasy system. It's a great DnD fantasy system but as soon as you try to depart from those baselines, you have all sorts of problems.

This is why you had dozens of setting books from different companies which had to largely rewrite DnD in order to make it work in that setting.

Look at truly generic games to see how it works. Savage Worlds settings don't need to rewrite the game to do new settings. They just present the new setting. Gurps certainly doesn't need to. Fate core is virtually unchanged regardless of setting.

3e is not a generic game by a long shot.

To be honest it's not even a DnD fantasy system. While it keeps the same names as earlier editions, it really doesn't play the way they do. 3e is entirely it's own thing, with D&D stuck on the outside.

Though I will say that no matter what, Savage Worlds always plays as SW (and GURPS always plays like GURPS) regardless of the setting. The mechanical preciseness of GURPS always comes out, which isn't necessarily a good thing if the game you're trying to run is one where mechanical preciseness isn't a target goal.
 

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