I have played at zero tables that allow the optional rules in the DMG to begin with; I'd rather the reverse; present these rules in the PHB and have there be a section of optional rules in the DMG telling you how to simplify combat.
ok.my argument is that these are basic actions in a fight anyone should be able to do
Multi-attack makes them better.,my secondary point is that as a specialist of martial combat the fighter should be better at these sorts of combat techniques.
i strongly disagreewe don't need a 'simple class'
All fighters can already attack, trip, grapple, or push.what would qualify as buffing alot of those things would mean making basic rules for them that don't require superiority dice.
Well, yes, spells definitely need to be codified because they are much more complex actions. But something as simple as throwing sand in an opponent's eyes or blinding them with sunlight shouldn't have to be. Maybe one DM might determine you need to make an Acrobatics check to be able to get the proper angle to accurately get the sunlight in the opponent's eyes in a 6 second span of time, while another DM might decide you need to make an Intelligence check to see how much your character knows about the concept of reflection. That's not as egregious as one DM allowing a blast a fire to do 2d8 damage in a 10ft radius while another allows it to do 10d6 damage in a 30ft radius.look, compare it like this: if fireball wasn't codified in the rules but you tried to recreate it's effects with MMI in play it'd probably go something like this:
"hey GM, i want my wizard to use their magic to shoot a giant explosion of fire at that group of enemies over there"
"uh sure, there's no rules for that but um, cross off a fourth level spell slot and gimme two arcana checks?"
[rolls dice] "26 and 17"
"you create a 10ft radius of fire that deals 2d8 damage to the bandits, it's over 100ft away so your accuracy is slightly off and you miss hitting a few of them"
that's how it feels for martials when they try to do anything not codified and have to rely on GM judgement.
if those actions are so simple then it should be easy and not take up alot of room to codify them, and then everyone gets to be on the same page of what you need to roll when you want to throw something in someone's eyes or the like.Well, yes, spells definitely need to be codified because they are much more complex actions. But something as simple as throwing sand in an opponent's eyes or blinding them with sunlight shouldn't have to be. Maybe one DM might determine you need to make an Acrobatics check to be able to get the proper angle to accurately get the sunlight in the opponent's eyes in a 6 second span of time, while another DM might decide you need to make an Intelligence check to see how much your character knows about the concept of reflection. That's not as egregious as one DM allowing a blast a fire to do 2d8 damage in a 10ft radius while another allows it to do 10d6 damage in a 30ft radius.
There are tons of little improvised actions a character could take on it's turn, but most of them are basic enough that they don't need to be expressly written out. Otherwise the PHB would be twice the size it is now just to fit in all the extra minutia.
Kinda wonder if that could just be an item... Like caltrops are."Pocket sand" is a bit more specific than is needed.
We've already got that. It's called the barbarian. I would like at least one of the two to be complex and tactical - and think that fighter is the better candidate.I would like to keep a 'simple' fighter like the champion for people that are more casual in play.
Why? Are you proposing making the raging barbarian more complex than the fighter?We need go have a simple class for people who just want to stand there and roll until something is dead, and only count the number of hit points.
That gets to be the fighter.
I preferred it in the first playtest where the battle styles lumped certain manoeuvres together. Personally, I think that would have helped novices visualise their concept but I suppose they were worried it might upset optimisers. I know they bought similar options along in Tasha but that should have been core, with a higher level combo attack for each battle style as a sweetener.Why can't people who are apparently incapable of handling manoeuvres or the like simply... not use them? Why do they have to be taken away from everyone else?
I submit that a battlemaster who simply uses zero manoeuvres isn't significantly less powerful than a champion anyway.
Limited rages, rage being interrupted by a hold person, and calculating half damage is more complex than just rolling against AC.Why? Are you proposing making the raging barbarian more complex than the fighter?
If maneuvers aren't useful, then why have them?I submit that a battlemaster who simply uses zero manoeuvres isn't significantly less powerful than a champion anyway.
You only really have to remember if that monster escapes and you fight it again on the same day. Without it, fights will become very cheesy as anyone DMing a shield master can attest.There's not really a reason to add in a 1/day/target limit on an ability working. You don't become immune to a jab to the eye just because you dodged one ten seconds ago. It also adds in a lot of bookkeeping.
yup its perhaps the lowest overhead "resource" possible in typical D&D playYou only really have to remember if that monster escapes and you fight it again on the same day. Without it, fights will become very cheesy as anyone DMing a shield master can attest.
Enemies are not going to fall for the same trick over and over again. They will block a jab to the eye if you keep doing it.There's not really a reason to add in a 1/day/target limit on an ability working. You don't become immune to a jab to the eye just because you dodged one ten seconds ago. It also adds in a lot of bookkeeping.
Everything else in the game can be spammed without it becoming impossible to use against the same target. If there's specifically a NEED to limit it to preserve balance, the 4E excuse of "They won't fall for that again!" is fine, but it was only ever an excuse to maintain the Encounter power economy, not a compelling reason on its own that needed to be reflected in the game to make it make sense.Enemies are not going to fall for the same trick over and over again. They will block a jab to the eye if you keep doing it.
Also, balance. Especially if it's a bonus action.
And most enemies are dead before 24 hours, so 99% of the time it's 1/enemy. And the ones that escape you don't need to keep track of.
Though 1/enemy/hour would also work if you think that's easier.
Or feel free to make your own suggestions, if you have a better idea.