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Battlemaster and Superiority Dice are causing martials to suffer.
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<blockquote data-quote="ECMO3" data-source="post: 8766429" data-attributes="member: 7030563"><p>But you are doing it as part of landing a blow. If you want this kind of thing, I think it would be better to separate it form his attacks, have it be a spell or special ability he uses as an action or have it replace action surge.</p><p></p><p></p><p></p><p></p><p>By the time Clerics get divine strike fighters are substantially ahead with a full extra attack and an extra ASI in addition to their fighting style and action surge and that is assuming you are using a Cleric with martial weapons.</p><p></p><p>Spirit Guardians is an action to cast, it eliminates any melee damage in the round he casts it in exchange for 13.5 damage per round on failed saves after that (or half with a successful save), possibly to multiple enemies, until he loses concentration. Multiple enemies ramps up the near-term damage but it also virtually assures he is going to lose concentration unless he has burned a feat for either warcaster or resilient con, which will put the cleric 2 ASIs behind the fighter.</p><p></p><p>Spirit guardians is an awesome, but I would not really call it a melee spell, in part because of the lost turn to cast. Your actual melee damage is going to go down if you cast it. think spirit guardians is actually best when fighting a single enemy and combining it with healing spells and staying out of melee range (but just in SG range). The best is when your melee guys are at like 1hp. Put up spirit guardians and then heal them every turn so they keep popping back up after they are downed. This is extremely difficult for an enemy to counter as long as you have 2 blockers, aid and the enemy has no AOEs.</p><p></p><p></p><p></p><p></p><p>But they are behind fighters in melee. Swords Bards get medium armor and a fighting style but are behind because they still don't have great weapons. Valor Bards get the weapons but no fighting style. and none of them get action surge or the extra ASI.</p><p></p><p>I am not saying you can't build them to be good in melee, but they are putting everything they have including a subclass just to be close to even with a base fighter.</p><p></p><p></p><p>Fighters can already do that:</p><p></p><p>The basic fighter can do it once a short rest with only class features (twice if you spend the extra ASI he gets on martial adepts). Twice a short rest is essentially once a fight, more than once a fight if you have less than the standard 6 fights-2 short rests.</p><p></p><p>The Cavalier subclass can do it at will. If you really want to do this why aren't you playing a Cavalier? And if we give this to all fighters, don't you think that severely infringes on a cavalier which is already on the low end of fighter subclasses? You are basically taking his best low level feature and giving it to every fighter.</p><p></p><p>A battlemaster that gets superior technique and martial adept can do this 6 times a short rest which means almost every round of combat, or almost every attack in some games.</p><p></p><p>If you are asking why it should not be in the class, it is because they already get more than enough melee stuff in the basic class features. They are the best class at melee, there is no need to boost them further in that area.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8766429, member: 7030563"] But you are doing it as part of landing a blow. If you want this kind of thing, I think it would be better to separate it form his attacks, have it be a spell or special ability he uses as an action or have it replace action surge. By the time Clerics get divine strike fighters are substantially ahead with a full extra attack and an extra ASI in addition to their fighting style and action surge and that is assuming you are using a Cleric with martial weapons. Spirit Guardians is an action to cast, it eliminates any melee damage in the round he casts it in exchange for 13.5 damage per round on failed saves after that (or half with a successful save), possibly to multiple enemies, until he loses concentration. Multiple enemies ramps up the near-term damage but it also virtually assures he is going to lose concentration unless he has burned a feat for either warcaster or resilient con, which will put the cleric 2 ASIs behind the fighter. Spirit guardians is an awesome, but I would not really call it a melee spell, in part because of the lost turn to cast. Your actual melee damage is going to go down if you cast it. think spirit guardians is actually best when fighting a single enemy and combining it with healing spells and staying out of melee range (but just in SG range). The best is when your melee guys are at like 1hp. Put up spirit guardians and then heal them every turn so they keep popping back up after they are downed. This is extremely difficult for an enemy to counter as long as you have 2 blockers, aid and the enemy has no AOEs. But they are behind fighters in melee. Swords Bards get medium armor and a fighting style but are behind because they still don't have great weapons. Valor Bards get the weapons but no fighting style. and none of them get action surge or the extra ASI. I am not saying you can't build them to be good in melee, but they are putting everything they have including a subclass just to be close to even with a base fighter. Fighters can already do that: The basic fighter can do it once a short rest with only class features (twice if you spend the extra ASI he gets on martial adepts). Twice a short rest is essentially once a fight, more than once a fight if you have less than the standard 6 fights-2 short rests. The Cavalier subclass can do it at will. If you really want to do this why aren't you playing a Cavalier? And if we give this to all fighters, don't you think that severely infringes on a cavalier which is already on the low end of fighter subclasses? You are basically taking his best low level feature and giving it to every fighter. A battlemaster that gets superior technique and martial adept can do this 6 times a short rest which means almost every round of combat, or almost every attack in some games. If you are asking why it should not be in the class, it is because they already get more than enough melee stuff in the basic class features. They are the best class at melee, there is no need to boost them further in that area. [/QUOTE]
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