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<blockquote data-quote="SpiritOfFire" data-source="post: 6971023" data-attributes="member: 6778247"><p>Urg... this thread is getting me restless with the great ideas...</p><p></p><p>It'd be so cool if there was an expanded martial system that'd give me both the strategic power selection consideration when leveling, and the expanded tactical options during combat that spell casters get. I think it makes a lot of thematic sense too. As you gain more experience, you learn new moves. </p><p></p><p>That being said, the 5e design philosophy seems to be edition inclusion, which is why the maneuvers system in only an archetype and not the fighter baseline. Not everyone thinks tactical considerations are fun; they just wanna hit stuff! (This is why I'm okay with 2 separate classes at this point)</p><p></p><p></p><p></p><p>I actually think it'd be even better if it was the other way around, and you expended superiority dice to gain additional attacks. You'd not only have the choice of attacking again vs enhancing your current attack, but it'd also model getting tired throughout the fight.</p><p></p><p>In anything from boxing to fencing, fatigue and conditioning are important considerations. You can't keep attacking in a frenzy for too long. After a few seconds more, you're gonna run out of gas and get countered. </p><p></p><p>Push hard now or hold back? I think it'd be super fun to play if DEFCON1's idea of making the maneuvers system standard came true.</p></blockquote><p></p>
[QUOTE="SpiritOfFire, post: 6971023, member: 6778247"] Urg... this thread is getting me restless with the great ideas... It'd be so cool if there was an expanded martial system that'd give me both the strategic power selection consideration when leveling, and the expanded tactical options during combat that spell casters get. I think it makes a lot of thematic sense too. As you gain more experience, you learn new moves. That being said, the 5e design philosophy seems to be edition inclusion, which is why the maneuvers system in only an archetype and not the fighter baseline. Not everyone thinks tactical considerations are fun; they just wanna hit stuff! (This is why I'm okay with 2 separate classes at this point) I actually think it'd be even better if it was the other way around, and you expended superiority dice to gain additional attacks. You'd not only have the choice of attacking again vs enhancing your current attack, but it'd also model getting tired throughout the fight. In anything from boxing to fencing, fatigue and conditioning are important considerations. You can't keep attacking in a frenzy for too long. After a few seconds more, you're gonna run out of gas and get countered. Push hard now or hold back? I think it'd be super fun to play if DEFCON1's idea of making the maneuvers system standard came true. [/QUOTE]
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