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General Tabletop Discussion
*Dungeons & Dragons
Battlemaster sub-subclasses
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<blockquote data-quote="DEFCON 1" data-source="post: 6674091" data-attributes="member: 7006"><p>Not at the moment, but that's the point. The maneuvers of the Battlemaster allow a player to build almost whatever kind of fighter they want. But as there's no story or flavor attached to the maneuvers per se... after you select them you basically are a Fighter with Five Combat Tricks You Can Do. So the thought was to marry both the mechanics of the maneuver system to the story of different types of warriors.</p><p></p><p>You're right in that by no means is it "necessary" to specify specific five-maneuver builds... but the same could be said for the Wizard's schools. It's not "necessary" to create the eight specific school sub-classes of the Wizard-- you could just as easily have a generic Wizard and then each player could decide for his or herself "Hey, I'm going to take mainly nothing but illusion spells and thus I'm going to be an Illusionist". But by 5E having the story and flavor of the schools married to the mechanics, the actual sub-classes help sell the idea. And the same could be said of the different flavorful fighter builds. Not "necessary" (in that each player could just select maneuvers on their own) but perhaps helpful.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6674091, member: 7006"] Not at the moment, but that's the point. The maneuvers of the Battlemaster allow a player to build almost whatever kind of fighter they want. But as there's no story or flavor attached to the maneuvers per se... after you select them you basically are a Fighter with Five Combat Tricks You Can Do. So the thought was to marry both the mechanics of the maneuver system to the story of different types of warriors. You're right in that by no means is it "necessary" to specify specific five-maneuver builds... but the same could be said for the Wizard's schools. It's not "necessary" to create the eight specific school sub-classes of the Wizard-- you could just as easily have a generic Wizard and then each player could decide for his or herself "Hey, I'm going to take mainly nothing but illusion spells and thus I'm going to be an Illusionist". But by 5E having the story and flavor of the schools married to the mechanics, the actual sub-classes help sell the idea. And the same could be said of the different flavorful fighter builds. Not "necessary" (in that each player could just select maneuvers on their own) but perhaps helpful. [/QUOTE]
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