Vaalingrade
Legend
The 'Natural Spell Fallacy'I would go with "Power Creep Fallacy".
For those if us who were around for 3.5.
The 'Natural Spell Fallacy'I would go with "Power Creep Fallacy".
Wait, infinite uses of your maneuvers, powered by an otherwise useless stat? Interesting.Once per turn, when you use a Maneuver, you can use your Intelligence modifier as the die roll instead of expending a Superiority Die.
While I gave up on it being a class I am still trying to make as much of the warlord happen as possible.Wait, infinite uses of your maneuvers, powered by an otherwise useless stat? Interesting.
Would putting Superior Technique in the PHB suffice?While I gave up on it being a class I am still trying to make as much of the warlord happen as possible.
And being able to boost Int and spam commanders strike from level 1 would be a good start.
The brawler is a first draft of a subclass where none of it fits together. To me it needs a few basic things before we even start to polish it:I don’t like the Brawler subclass.
I thought I did, but then realised it only works with one default Fighting Style (Defense); is redundant with one Tasha’s Style (Unarmed Fighting — as it is a fighting style feat turned into a whole subclass tree); and only works with two other Tasha’s Styles (Superior Technique and Blind Fighting).
The fighter still lacks the conceptual scaling of the casters. A level 17 wizard is conceptually much more than a level 9 wizard. A level 17 fighter is someone who does the exact same things as a level 9 fighter but a bit better.FYI, I LOVE the Weapon Mastery System and beyond this one subclass issue, I think 90% of the issues with the Fighter class are mitigated by this playtest. Champion vs Battle Master even feel thematically unique now!
I'm curious how much we can even grapple, now that it's turned into a Str/Dex save vs 8+Strmod+profbonus. So the higher of two stats vs DC 13-16. You'd imagine a grappling subclass would at least give disadvantage to that save.I also feel like a Brawler should have more of a 'wrasslin' component. You should get to grapple increasingly larger things and then do things with that grapple like suplex or noogie.
I'm curious how much we can even grapple, now that it's turned into a Str/Dex save vs 8+Strmod+profbonus. So the higher of two stats vs DC 13-16. You'd imagine a grappling subclass would at least give disadvantage to that save.