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Do Fighter Battlemaster Superiority dice feel magical?
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<blockquote data-quote="Tony Vargas" data-source="post: 7371543" data-attributes="member: 996"><p>How many action movies have you seen where a bad-ass combatant of some kind does the same move, every, single, time he attacks? I mean, you might start seeing 'signature moves' after a few scenes, but the choreographer's going to mix it up, keep it interesting. Anemic as they may be in some ways, the pacing of CS dice & maneuvers isn't entirely incompatible with achieving that effect. </p><p>The problem with a selection of a few at-will maneuvers is that they must be /flawlessly/ balanced, a little situational, yet entirely different, to achieve a plausibly-varied routine. Otherwise you figure out which one is best and 'spam' it. Then you really look like a video game character - a bad fighting-game character being button-mashed, repeating the same animation until it or it's opponent drops.</p><p>That was what undermined 3.x's option-rich feat-based fighter: you'd end up optimized for one maneuver, like Trip, or Leap Attack, or just end up making full attacks every round.</p><p></p><p> Just like hps, classes, rounds, levels, etc, etc, etc... </p><p></p><p>...even when you arbitrarily give a game mechanic like that a fixed in-world meaning, you end up just limiting the range of things the game can handle. Vancian magic's the poster boy for that issue...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7371543, member: 996"] How many action movies have you seen where a bad-ass combatant of some kind does the same move, every, single, time he attacks? I mean, you might start seeing 'signature moves' after a few scenes, but the choreographer's going to mix it up, keep it interesting. Anemic as they may be in some ways, the pacing of CS dice & maneuvers isn't entirely incompatible with achieving that effect. The problem with a selection of a few at-will maneuvers is that they must be /flawlessly/ balanced, a little situational, yet entirely different, to achieve a plausibly-varied routine. Otherwise you figure out which one is best and 'spam' it. Then you really look like a video game character - a bad fighting-game character being button-mashed, repeating the same animation until it or it's opponent drops. That was what undermined 3.x's option-rich feat-based fighter: you'd end up optimized for one maneuver, like Trip, or Leap Attack, or just end up making full attacks every round. Just like hps, classes, rounds, levels, etc, etc, etc... ...even when you arbitrarily give a game mechanic like that a fixed in-world meaning, you end up just limiting the range of things the game can handle. Vancian magic's the poster boy for that issue... [/QUOTE]
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Do Fighter Battlemaster Superiority dice feel magical?
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