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General Tabletop Discussion
*Dungeons & Dragons
Battlemaster Maneuvers - only 3-4 good ones?
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<blockquote data-quote="CapnZapp" data-source="post: 6867351" data-attributes="member: 12731"><p>Commander's Strike is decent enough - as the foundation of an as yet unpublished improved version.</p><p></p><p>That is, basic actions available to "everybody" (all BM fighters at least) can be unspectacular as that leaves design space for improved versions later.</p><p></p><p>As written, CS is generally to expensive to see continual use. As you learn the game you realize a major component of charop is to utilize all your available actions every round. What I mean is; you want to pick options that enable you to use a bonus action and a reaction on your every combat turn.</p><p></p><p>This means the cost of CS only increases with level, since the reaction of character only becomes more valuable as you level up.</p><p></p><p>The way CS costs *your own action* is of less concern, since a maximized build around the maneuver presumably goes for static improvements; i.e. since the idea is to sacrifice your action for somebody else's, don't waste effort making your action better.</p><p></p><p>But this idea for a build will simply have to wait. Preferably you want a class feature mimicking CS but without its two core limitations:</p><p></p><p>* CS has a fairly limited number of uses. Ideally an optimized commander *never* takes actions of her own, which is to say: unlimited commander's strikes.</p><p>* The concept needs to make allies take extra actions as free actions. This is pretty much a deal-breaker. What's the point of only being able to grant allies actions that they are about to use anyway (assuming optimal play)? Then the sole benefit is letting them take one action instead of another action. But the cost of that (in paying with your own actions) is far far too steep. And I can't very well demand that you'd be able to CS for free...</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6867351, member: 12731"] Commander's Strike is decent enough - as the foundation of an as yet unpublished improved version. That is, basic actions available to "everybody" (all BM fighters at least) can be unspectacular as that leaves design space for improved versions later. As written, CS is generally to expensive to see continual use. As you learn the game you realize a major component of charop is to utilize all your available actions every round. What I mean is; you want to pick options that enable you to use a bonus action and a reaction on your every combat turn. This means the cost of CS only increases with level, since the reaction of character only becomes more valuable as you level up. The way CS costs *your own action* is of less concern, since a maximized build around the maneuver presumably goes for static improvements; i.e. since the idea is to sacrifice your action for somebody else's, don't waste effort making your action better. But this idea for a build will simply have to wait. Preferably you want a class feature mimicking CS but without its two core limitations: * CS has a fairly limited number of uses. Ideally an optimized commander *never* takes actions of her own, which is to say: unlimited commander's strikes. * The concept needs to make allies take extra actions as free actions. This is pretty much a deal-breaker. What's the point of only being able to grant allies actions that they are about to use anyway (assuming optimal play)? Then the sole benefit is letting them take one action instead of another action. But the cost of that (in paying with your own actions) is far far too steep. And I can't very well demand that you'd be able to CS for free... [/QUOTE]
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