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Legends & Lore Article 4/1/14 (Fighter Maneuvers)
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<blockquote data-quote="Iosue" data-source="post: 6283927" data-attributes="member: 6680772"><p>What the hell? It's not enough that 5e provide fun for you, it must strenuously avoid anything that's fun for others but not for you?</p><p></p><p>On the topic of the article, this doesn't seem especially different from what was in the last playtest, but one thing concerns me. In the playtest, the superiority dice provided a mini-contest. For example, attack -> hit -> roll damage -> roll superiority die to try to trip -> if over opponent's dex mod, trip is successful -> if under dex mod, trip fails, use superiority die result for added damage.</p><p></p><p>I thought this was a very nice solution to the issue of damage vs. effect. You weren't giving up damage to try for an effect, but if the effect failed, you got damage as a nice consolation prize. Also, it fit nicely with ability mods, as clumsy people were easy to trip, dextrous people difficult to trip, etc., while the added damage was nicely capped at +5, just as the GWF damage-on-miss was.</p><p></p><p>In the article, though, it says superiority dice are going to start out at d8, which suggests they've abandoned this system. It's a shame. However, the article doesn't mention using superiority die for damage effects, which is a good sign that they're keeping maneuvers an additive to regular damage, rather than forcing a choice between damage or effect.</p><p></p><p>One maneuver I'm intrigued with is the spreading damage to multiple enemies one. I wonder how that will work? Make one attack, spend a die, distribute the die result as damage to any adjacent enemies?</p></blockquote><p></p>
[QUOTE="Iosue, post: 6283927, member: 6680772"] What the hell? It's not enough that 5e provide fun for you, it must strenuously avoid anything that's fun for others but not for you? On the topic of the article, this doesn't seem especially different from what was in the last playtest, but one thing concerns me. In the playtest, the superiority dice provided a mini-contest. For example, attack -> hit -> roll damage -> roll superiority die to try to trip -> if over opponent's dex mod, trip is successful -> if under dex mod, trip fails, use superiority die result for added damage. I thought this was a very nice solution to the issue of damage vs. effect. You weren't giving up damage to try for an effect, but if the effect failed, you got damage as a nice consolation prize. Also, it fit nicely with ability mods, as clumsy people were easy to trip, dextrous people difficult to trip, etc., while the added damage was nicely capped at +5, just as the GWF damage-on-miss was. In the article, though, it says superiority dice are going to start out at d8, which suggests they've abandoned this system. It's a shame. However, the article doesn't mention using superiority die for damage effects, which is a good sign that they're keeping maneuvers an additive to regular damage, rather than forcing a choice between damage or effect. One maneuver I'm intrigued with is the spreading damage to multiple enemies one. I wonder how that will work? Make one attack, spend a die, distribute the die result as damage to any adjacent enemies? [/QUOTE]
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