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General Tabletop Discussion
*Dungeons & Dragons
Breaking down the Fighter archetypes.
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<blockquote data-quote="Sword of Spirit" data-source="post: 6757970" data-attributes="member: 6677017"><p>Many of the Battle Master's maneuvers are just improved versions of things that anyone (fighter or not) can do with the Shove action, one of the variant actions in the DMG or, depending on your DM, an improvised action. That's actually one of the things I like, and that I've liked since the playtest. Anyone has a reasonable chance to knock someone down, push them away, or disarm them, by making an ability contest. But the subclass that focuses on that sort of thing can smack you first and then just throw on the effect as a rider--because it's what they do and they are extra good at it. Just like rogues with skill Expertise and the eventual minimum result they get.</p><p></p><p></p><p></p><p>I actually do see the Battle Master's maneuvers as fulfilling some of this, depending on maneuvers. I'm a big fan of pushing creatures away, for instance. Pushing someone off a cliff or into a pit, etc, are great options--but if you blow all your dice ahead of time for a bit of extra damage or advantage for an ally, you're making a trade-off against the opportunity of sending someone flying into a ravine later.</p><p></p><p>I think it does have a lot to do with how your design your Battle Master though. I tend to go for things like forced movement and disarm, because I love that aspect of the subclass.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6757970, member: 6677017"] Many of the Battle Master's maneuvers are just improved versions of things that anyone (fighter or not) can do with the Shove action, one of the variant actions in the DMG or, depending on your DM, an improvised action. That's actually one of the things I like, and that I've liked since the playtest. Anyone has a reasonable chance to knock someone down, push them away, or disarm them, by making an ability contest. But the subclass that focuses on that sort of thing can smack you first and then just throw on the effect as a rider--because it's what they do and they are extra good at it. Just like rogues with skill Expertise and the eventual minimum result they get. I actually do see the Battle Master's maneuvers as fulfilling some of this, depending on maneuvers. I'm a big fan of pushing creatures away, for instance. Pushing someone off a cliff or into a pit, etc, are great options--but if you blow all your dice ahead of time for a bit of extra damage or advantage for an ally, you're making a trade-off against the opportunity of sending someone flying into a ravine later. I think it does have a lot to do with how your design your Battle Master though. I tend to go for things like forced movement and disarm, because I love that aspect of the subclass. [/QUOTE]
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Breaking down the Fighter archetypes.
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