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<blockquote data-quote="FormerlyHemlock" data-source="post: 6970960" data-attributes="member: 6787650"><p>Disarm doesn't have to be improvised--it's right in the DMG.</p><p></p><p>I'd rather not have all the interesting maneuvers be gated behind superiority dice. I'm generally open to letting any of the battlemaster maneuvers be improvised somehow--the Disarm and Tripping precedents suggest that the main advantage of superiority dice is that you get to do something special and do damage <em>at the same time</em>. For example, as a DM I'm 90% okay with letting Feint be a valid use of an attack: spent an attack during an Attack maneuver with a melee weapon to grant advantage to the next attack from a specific attacker on that same target during the following round. At low levels this is indistinguishable from a narrow-case Help action; at higher levels when you gain more attacks it gains more versatility. This is identical to the battlemaster maneuver (IIRC) except that the battlemaster version also does damage at the same time--exactly like Disarm vs. Battlemaster Disarm.</p><p></p><p><strong>Edit:</strong> on consideration, I'd probably make Feint include a Strength (Deception) or Dexterity (Deception) check against the enemy's passive Wisdom (Insight). This accomplishes two things: differentiates it more from the Help action, and makes the Champion's Remarkable Athlete ability more attractive.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6970960, member: 6787650"] Disarm doesn't have to be improvised--it's right in the DMG. I'd rather not have all the interesting maneuvers be gated behind superiority dice. I'm generally open to letting any of the battlemaster maneuvers be improvised somehow--the Disarm and Tripping precedents suggest that the main advantage of superiority dice is that you get to do something special and do damage [I]at the same time[/I]. For example, as a DM I'm 90% okay with letting Feint be a valid use of an attack: spent an attack during an Attack maneuver with a melee weapon to grant advantage to the next attack from a specific attacker on that same target during the following round. At low levels this is indistinguishable from a narrow-case Help action; at higher levels when you gain more attacks it gains more versatility. This is identical to the battlemaster maneuver (IIRC) except that the battlemaster version also does damage at the same time--exactly like Disarm vs. Battlemaster Disarm. [B]Edit:[/B] on consideration, I'd probably make Feint include a Strength (Deception) or Dexterity (Deception) check against the enemy's passive Wisdom (Insight). This accomplishes two things: differentiates it more from the Help action, and makes the Champion's Remarkable Athlete ability more attractive. [/QUOTE]
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