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General Tabletop Discussion
*Dungeons & Dragons
Is Tasha's Broken?
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<blockquote data-quote="CleverNickName" data-source="post: 8609398" data-attributes="member: 50987"><p>This is what I hate about the Battlemaster and all of his combat maneuvers. All of these rules creates the false impression that in order to do these stunts at all, you have to be a Battlemaster, or you have to have a certain feat, or you have to jump through a hoop. Maneuvers like pushing someone down, knocking their sword out of their hand, tripping them, etc., should be class-neutral. You should be able to just tell your DM what you are trying to do, and work with them to find a way to make it happen.</p><p></p><p>During our Storm King's Thunder campaign a couple years ago, our cleric scored a crit against his opponent. The player asked, "Instead of extra damage, could I just deal regular damage but knock him prone instead?" Our DM didn't miss a beat. "Sure, I don't have a problem with that." And that's how we added disarming, tripping, sundering, and other stunts to the game. On a crit, you can do extra damage, or you can do extra Fun[SUP]TM[/SUP].</p><p></p><p>And a few years before that, I was running a one-shot for some friends. The party was fighting a band of assassins in an alley, and the battle wasn't going well. One of the new players was playing a sorcerer, and was starting to get desperate because she couldn't see her attackers. "I have a whistle," she said, browsing her inventory. "Can I blow it and scream for the guards?" Everyone else at the table was gobsmacked because they never thought of that. "Of course you can," I said. "Make a Persuasion check, and make it at advantage since you're using a whistle. It's the perfect tool for the job." She rolled well, and guards showed up 1d6 rounds later. And now, whenever the party is adventuring in a town, they all carry whistles in case they ever need to "cast the Summon Guards spell" again.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8609398, member: 50987"] This is what I hate about the Battlemaster and all of his combat maneuvers. All of these rules creates the false impression that in order to do these stunts at all, you have to be a Battlemaster, or you have to have a certain feat, or you have to jump through a hoop. Maneuvers like pushing someone down, knocking their sword out of their hand, tripping them, etc., should be class-neutral. You should be able to just tell your DM what you are trying to do, and work with them to find a way to make it happen. During our Storm King's Thunder campaign a couple years ago, our cleric scored a crit against his opponent. The player asked, "Instead of extra damage, could I just deal regular damage but knock him prone instead?" Our DM didn't miss a beat. "Sure, I don't have a problem with that." And that's how we added disarming, tripping, sundering, and other stunts to the game. On a crit, you can do extra damage, or you can do extra Fun[SUP]TM[/SUP]. And a few years before that, I was running a one-shot for some friends. The party was fighting a band of assassins in an alley, and the battle wasn't going well. One of the new players was playing a sorcerer, and was starting to get desperate because she couldn't see her attackers. "I have a whistle," she said, browsing her inventory. "Can I blow it and scream for the guards?" Everyone else at the table was gobsmacked because they never thought of that. "Of course you can," I said. "Make a Persuasion check, and make it at advantage since you're using a whistle. It's the perfect tool for the job." She rolled well, and guards showed up 1d6 rounds later. And now, whenever the party is adventuring in a town, they all carry whistles in case they ever need to "cast the Summon Guards spell" again. [/QUOTE]
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