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Casters vs Martials: Part 1 - Magic, its most basic components
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<blockquote data-quote="HammerMan" data-source="post: 8490671" data-attributes="member: 84112"><p>and this is why the battlemaster maneuvers should have been class features now sub class... then sub classes should have worked off them. Maybe set up like the psywarrior, you get Prof number of dice, and can spend them to do these preset things or take these other things that use those dice... useing the later add on maneuvers that add to skills is also a great start.</p><p></p><p>my perfect world would auto give fighters a parry and an extra damage use of them, and the rogue a boost a skill one and add to initiative one and then ranger some mix (i think skill and damage) then give a list of 50 maneuvers, some having level prereqs of 5th, some 9th, some 13th, and some 17th... you can even make 1 or two magical</p></blockquote><p></p>
[QUOTE="HammerMan, post: 8490671, member: 84112"] and this is why the battlemaster maneuvers should have been class features now sub class... then sub classes should have worked off them. Maybe set up like the psywarrior, you get Prof number of dice, and can spend them to do these preset things or take these other things that use those dice... useing the later add on maneuvers that add to skills is also a great start. my perfect world would auto give fighters a parry and an extra damage use of them, and the rogue a boost a skill one and add to initiative one and then ranger some mix (i think skill and damage) then give a list of 50 maneuvers, some having level prereqs of 5th, some 9th, some 13th, and some 17th... you can even make 1 or two magical [/QUOTE]
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Casters vs Martials: Part 1 - Magic, its most basic components
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