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Battle Master Homebrew Idea
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<blockquote data-quote="DaedalusX51" data-source="post: 6994744" data-attributes="member: 96233"><p>The only maneuvers that actually increase your damage output are Commander's Strike (which I will be nerfing further), Sweeping Attack, Riposte, and using a die to increase the damage roll. So if you would like to recreate the original Menacing attack, you would actually have to use two superiority dice instead of one. Except for Disarming Attack, Trip attack and Pushing Attack, the at will version of the maneuvers are actually weaker than the originals. The only thing I could think of with those maneuvers would be to give the target advantage on the saving throw. Do you have a better idea here?</p><p></p><p>There definitely is an increase in versatility, but I think there is actually a decrease in net damage done per die expended compared to the OG Battle Master. That is unless you spend all of your dice just to do extra damage.</p><p></p><p></p><p></p><p>While I don't disagree with you here, is it really necessary to have that weakness and what do you gain instead? For Sorcerers I would assume their spell selection weakness is to compensate for their versatility with Metamagic. For Battle Masters, I guess they choose to have limited versatility for extra damage. I would personally always choose to have more options to play with than extra damage. </p><p></p><p>I think if I can balance out the level of power here and ensure that this version of the Battle Master is consistently doing less damage than the OG Battle Master, I will be in a potentially balanced space.</p><p></p><p>Let me know you thoughts.</p></blockquote><p></p>
[QUOTE="DaedalusX51, post: 6994744, member: 96233"] The only maneuvers that actually increase your damage output are Commander's Strike (which I will be nerfing further), Sweeping Attack, Riposte, and using a die to increase the damage roll. So if you would like to recreate the original Menacing attack, you would actually have to use two superiority dice instead of one. Except for Disarming Attack, Trip attack and Pushing Attack, the at will version of the maneuvers are actually weaker than the originals. The only thing I could think of with those maneuvers would be to give the target advantage on the saving throw. Do you have a better idea here? There definitely is an increase in versatility, but I think there is actually a decrease in net damage done per die expended compared to the OG Battle Master. That is unless you spend all of your dice just to do extra damage. While I don't disagree with you here, is it really necessary to have that weakness and what do you gain instead? For Sorcerers I would assume their spell selection weakness is to compensate for their versatility with Metamagic. For Battle Masters, I guess they choose to have limited versatility for extra damage. I would personally always choose to have more options to play with than extra damage. I think if I can balance out the level of power here and ensure that this version of the Battle Master is consistently doing less damage than the OG Battle Master, I will be in a potentially balanced space. Let me know you thoughts. [/QUOTE]
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