Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Legends & Lore Article 4/1/14 (Fighter Maneuvers)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Li Shenron" data-source="post: 6284212" data-attributes="member: 1465"><p>I think that's precisely what they want: to connect mechanics with story.</p><p></p><p>But what story fits "gladiator" isn't not necessarily unique, in fact you already mention you can clearly think of a low-complexity gladiator. Perhaps one gladiator is a hulking dumb giant who always wins just by swinging his club with superhuman force, while another is a cunning and highly technical skirmisher. IIRC the previous Gladiator subclass was built around two ideas: technical tricks (represented with the high-complexity mechanic) and some abilities to represent pleasing the crowd and getting boosted in return. Immediately a lot of people liked the maneuvers mechanics (or whatever they were at that point) but contested that they should be forced to play an arena-type gladiator... hence the quick name change to Weapon Master, which now is changed to Battle Master because the maneuvers have expanded beyond matters of skilled weapon use and are more encompassing.</p><p></p><p>They really are trying to associate mechanics with story IMHO. But at the same time, they absolutely want to stick to their plan of allowing low-complexity and high-complexity characters at the same table, and they pretty much have only feats and subclasses at the moment to dial complexity.</p><p></p><p></p><p></p><p>It's not only for the mechanical distinction. There are other subclasses planned, mentioned or previously shown.</p><p></p><p>Indeed the "<strong>Warrior</strong>" is clearly meant to provide the lowest complexity. IMHO narratively it best represents a <em>veteran</em>, not so much in military sense (thus not someone who's necessarily been part of an army or fought a war) but more generically someone who's been fighting <em>repetitively</em> without directional training. Mostly, his abilities represent <em>increased accuracy</em> in the form of more powerful critical hits.</p><p></p><p>And by opposite, "<strong>Battle Master</strong>" is meant to provide highest complexity, but then IMHO they are including maneuvers of different types specifically to let this subclass serve as a basis for <em>multiple</em> narrative concepts. Note that other classes have worked a little bit like this already: the Monk has an elemental subclass, but you can mix and match the elements and be an "Earth Monk" or "Air Monk" or just a mix, and the Barbarian can mix and match different animal abilities. The Battle Master takes this a step further, since obviously someone focusing on weapon tricks is narratively significantly different than someone focusing on inspiring allies.</p><p></p><p>But other Fighter subclasses serve(d) other purposes. "<strong>Eldritch Knight</strong>" is announced as a subclass the main purpose of which is to represent a hybrid Fighter/Mage without using the multiclassing rules. That's a very different way of using subclasses.</p><p></p><p>And then there are truly narrative-based subclasses: the "<strong>Knight</strong>" we've seen before although removed from the last packet, was meant to represent a noble mounted fighter, and grant mounted combat benefits plus knowledge and social abilities related to his courtly education. The "<strong>Samurai</strong>" was mentioned as a very probably Fighter subclass, but perhaps not for the core books.</p><p></p><p></p><p>So at least we have 3 ways of using subclasses: complexity control, class hybridization, implementation of a narrative concept.</p><p></p><p>Other classes have even more uses: shifting focus on different iconic abilities (Bards subclasses used to allow different people's vision on "what the Bard is supposed to be"), encapsulating contested abilities or concepts (one Druid subclass is used to enable wildshape in combat), and perhaps switching mechanics (not yet, but it's still probably under discussion whether spellcasting mechanics could be swapped or at least significantly changed by subclasses).</p><p></p><p>Clearly, that's A LOT OF STUFF all into the same subclasses framework! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> But if they don't do it with subclasses, people are going to want these things done in other ways anyway...</p><p></p><p></p><p></p><p>Let's never forget that it WILL be always possible to mix and match subclasses, so we will be able to increase or decrease complexity of a low- and high- complexity subclass respectively, just by substituting <em>some</em> of its features.</p><p></p><p>This also means, that a group who revels in customizations, should probably play by picking subclass features a'la carte. That means probably a significant choice at the majority of levels.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6284212, member: 1465"] I think that's precisely what they want: to connect mechanics with story. But what story fits "gladiator" isn't not necessarily unique, in fact you already mention you can clearly think of a low-complexity gladiator. Perhaps one gladiator is a hulking dumb giant who always wins just by swinging his club with superhuman force, while another is a cunning and highly technical skirmisher. IIRC the previous Gladiator subclass was built around two ideas: technical tricks (represented with the high-complexity mechanic) and some abilities to represent pleasing the crowd and getting boosted in return. Immediately a lot of people liked the maneuvers mechanics (or whatever they were at that point) but contested that they should be forced to play an arena-type gladiator... hence the quick name change to Weapon Master, which now is changed to Battle Master because the maneuvers have expanded beyond matters of skilled weapon use and are more encompassing. They really are trying to associate mechanics with story IMHO. But at the same time, they absolutely want to stick to their plan of allowing low-complexity and high-complexity characters at the same table, and they pretty much have only feats and subclasses at the moment to dial complexity. It's not only for the mechanical distinction. There are other subclasses planned, mentioned or previously shown. Indeed the "[B]Warrior[/B]" is clearly meant to provide the lowest complexity. IMHO narratively it best represents a [I]veteran[/I], not so much in military sense (thus not someone who's necessarily been part of an army or fought a war) but more generically someone who's been fighting [I]repetitively[/I] without directional training. Mostly, his abilities represent [I]increased accuracy[/I] in the form of more powerful critical hits. And by opposite, "[B]Battle Master[/B]" is meant to provide highest complexity, but then IMHO they are including maneuvers of different types specifically to let this subclass serve as a basis for [I]multiple[/I] narrative concepts. Note that other classes have worked a little bit like this already: the Monk has an elemental subclass, but you can mix and match the elements and be an "Earth Monk" or "Air Monk" or just a mix, and the Barbarian can mix and match different animal abilities. The Battle Master takes this a step further, since obviously someone focusing on weapon tricks is narratively significantly different than someone focusing on inspiring allies. But other Fighter subclasses serve(d) other purposes. "[B]Eldritch Knight[/B]" is announced as a subclass the main purpose of which is to represent a hybrid Fighter/Mage without using the multiclassing rules. That's a very different way of using subclasses. And then there are truly narrative-based subclasses: the "[B]Knight[/B]" we've seen before although removed from the last packet, was meant to represent a noble mounted fighter, and grant mounted combat benefits plus knowledge and social abilities related to his courtly education. The "[B]Samurai[/B]" was mentioned as a very probably Fighter subclass, but perhaps not for the core books. So at least we have 3 ways of using subclasses: complexity control, class hybridization, implementation of a narrative concept. Other classes have even more uses: shifting focus on different iconic abilities (Bards subclasses used to allow different people's vision on "what the Bard is supposed to be"), encapsulating contested abilities or concepts (one Druid subclass is used to enable wildshape in combat), and perhaps switching mechanics (not yet, but it's still probably under discussion whether spellcasting mechanics could be swapped or at least significantly changed by subclasses). Clearly, that's A LOT OF STUFF all into the same subclasses framework! :D But if they don't do it with subclasses, people are going to want these things done in other ways anyway... Let's never forget that it WILL be always possible to mix and match subclasses, so we will be able to increase or decrease complexity of a low- and high- complexity subclass respectively, just by substituting [I]some[/I] of its features. This also means, that a group who revels in customizations, should probably play by picking subclass features a'la carte. That means probably a significant choice at the majority of levels. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Legends & Lore Article 4/1/14 (Fighter Maneuvers)
Top