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[Combat] Manoeuvres
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<blockquote data-quote="Chris_Nightwing" data-source="post: 5957447" data-attributes="member: 882"><p>This is definitely a good idea - and I would consider adding the special effect on top of the extra damage, for Fighters or the right theme at least.</p><p></p><p></p><p></p><p>It is my hope that whilst the Wizard can disintegrate at high level, they aren't still in possession of all their low level spell slots - so they can blast away once, but not constantly. Besides, the idea of these manoeuvres is that they are supposed to have a single simple effect. By taking the right themes or class abilities you can improve them.</p><p></p><p></p><p></p><p>Well, it all depends on what you do with the inconvenience. If 3rd level Rogues deal 3d6 sneak attack damage, then the optimal thing to do might well be knocking an opponent over with your action every turn, no? Or maybe you want to give the Wizard a chance to escape without provoking an OA? Please don't use damage as the only currency of D&D combat, or we will have a very boring game indeed.</p><p></p><p></p><p></p><p>Yes, this is deliberate. How often does an ant knock you over? Or a small dog? Trip you up, perhaps, but if you had four legs I doubt it would bother you. I freely confess to being more simulationist than gamist in this matter.</p><p></p><p></p><p></p><p>Right, now, if you read the italicised piece under each manoeuvre, I suggested that themes would make them more effective. As above, I will also remind you that sometimes it's not just about your attacks, but those of your allies. Knocking someone down in order to give three allies advantage in melee, possibly including a rogue, can be more effective than just doing a basic attack.</p><p></p><p>Let's say you took an offensive Sword and Board theme (rather than Guardian) and the first feat gave you the ability to make a knockdown attempt after you hit with an attack. Now it's pretty damned useful, by your pure damage logic. I'll reiterate again that these manoeuvres are designed to be performed by anyone, but will be enhanced by being a Fighter, or having the right theme - they are not 'powers' by 4e terminology. I've also avoided basing them on grid combat, and fiddly numbers (except for sunder which I don't know how to adjudicate).</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5957447, member: 882"] This is definitely a good idea - and I would consider adding the special effect on top of the extra damage, for Fighters or the right theme at least. It is my hope that whilst the Wizard can disintegrate at high level, they aren't still in possession of all their low level spell slots - so they can blast away once, but not constantly. Besides, the idea of these manoeuvres is that they are supposed to have a single simple effect. By taking the right themes or class abilities you can improve them. Well, it all depends on what you do with the inconvenience. If 3rd level Rogues deal 3d6 sneak attack damage, then the optimal thing to do might well be knocking an opponent over with your action every turn, no? Or maybe you want to give the Wizard a chance to escape without provoking an OA? Please don't use damage as the only currency of D&D combat, or we will have a very boring game indeed. Yes, this is deliberate. How often does an ant knock you over? Or a small dog? Trip you up, perhaps, but if you had four legs I doubt it would bother you. I freely confess to being more simulationist than gamist in this matter. Right, now, if you read the italicised piece under each manoeuvre, I suggested that themes would make them more effective. As above, I will also remind you that sometimes it's not just about your attacks, but those of your allies. Knocking someone down in order to give three allies advantage in melee, possibly including a rogue, can be more effective than just doing a basic attack. Let's say you took an offensive Sword and Board theme (rather than Guardian) and the first feat gave you the ability to make a knockdown attempt after you hit with an attack. Now it's pretty damned useful, by your pure damage logic. I'll reiterate again that these manoeuvres are designed to be performed by anyone, but will be enhanced by being a Fighter, or having the right theme - they are not 'powers' by 4e terminology. I've also avoided basing them on grid combat, and fiddly numbers (except for sunder which I don't know how to adjudicate). [/QUOTE]
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