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Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #16: Combat Maneuvers
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<blockquote data-quote="Stalker0" data-source="post: 8241609" data-attributes="member: 5889"><p>My quick and dirty "feel" for each school as I read through the manuevers:</p><p></p><p><strong>Adamant Mountain</strong>: Fun school that seems penalized by expensive maneuvers. Your doing big things, but your going to be doing fewer things than other schools.</p><p></p><p><strong>Biting Zephyr: </strong>Its alright, a little clunky but it does the job.</p><p></p><p><strong>Mirror's Glint</strong>: One of my favorites, I really feel the counterattack and "use the opponent's strength against them", a lot of fun things here. I'll just note I think Mirror Shard Puzzle should be a stance.</p><p></p><p><strong>Mist and Shade: </strong>Also known as "how many ways do I need to get a pickpocket check in?" It does feel a little repetitive, I think its a school that definitely rewards creativity, you have to really use your skills or this one will feel lackluster.</p><p></p><p><strong>Rapid Current</strong>: Probably my favorite all around school. You move fast, attack fast, heck you can basically guarantee you go first in a combat, there's just good stuff all around here.</p><p></p><p><strong>Razor's Edge: </strong>For crit fishers, you have found your home. Some of the maneuvers here seem repetitive off of Mirror's Glint and Rapid Current. I feel like this is a school I would pull a few maneuvers from, but it wouldn't ever be my primary.</p><p></p><p><strong>Sanguine Knot: </strong>I like that its often the "help my ally...AND myself", that way I can be helpful and greedy at the same time. And any school that lets me throw the halfling around like a bowling ball gets bonus points. Also as a weird side effect of many of the manuevers, I would argue that Sanguine Knot is probably the best "reach weapon school" there is, as so many of the effects work off of "allies within your reach".</p><p></p><p><strong>Spirited Steed: </strong>I haven't played a mounted rider in 5e so hard for me to say on this one.</p><p></p><p><strong>Tempered Iron: </strong>This honestly feels like two completely different schools. You have the "fearsome juggernaut" and then you have the "anti-magic warrior". The maneuvers are cool enough, so its not necessarily an issue but its quite noticeable. Its another school I wouldn't take as primary but might take 1-2 maneuvers along the way.</p><p></p><p>I also feel that the designers have casters casting in melee a lot more than my table does.</p><p></p><p><strong>Tooth and Claw</strong>: Its a fun grab bag of movement and animal type maneuvers, it does the job.</p><p></p><p><strong>Unending Wheel: </strong>Flavorwise, feels like the "Samurai School". I want to like it, as I like a lot of the maneuver concepts, but it just seems a little bit off. I think Razor's edge does a lot of what this school does but better.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8241609, member: 5889"] My quick and dirty "feel" for each school as I read through the manuevers: [B]Adamant Mountain[/B]: Fun school that seems penalized by expensive maneuvers. Your doing big things, but your going to be doing fewer things than other schools. [B]Biting Zephyr: [/B]Its alright, a little clunky but it does the job. [B]Mirror's Glint[/B]: One of my favorites, I really feel the counterattack and "use the opponent's strength against them", a lot of fun things here. I'll just note I think Mirror Shard Puzzle should be a stance. [B]Mist and Shade: [/B]Also known as "how many ways do I need to get a pickpocket check in?" It does feel a little repetitive, I think its a school that definitely rewards creativity, you have to really use your skills or this one will feel lackluster. [B]Rapid Current[/B]: Probably my favorite all around school. You move fast, attack fast, heck you can basically guarantee you go first in a combat, there's just good stuff all around here. [B]Razor's Edge: [/B]For crit fishers, you have found your home. Some of the maneuvers here seem repetitive off of Mirror's Glint and Rapid Current. I feel like this is a school I would pull a few maneuvers from, but it wouldn't ever be my primary. [B]Sanguine Knot: [/B]I like that its often the "help my ally...AND myself", that way I can be helpful and greedy at the same time. And any school that lets me throw the halfling around like a bowling ball gets bonus points. Also as a weird side effect of many of the manuevers, I would argue that Sanguine Knot is probably the best "reach weapon school" there is, as so many of the effects work off of "allies within your reach". [B]Spirited Steed: [/B]I haven't played a mounted rider in 5e so hard for me to say on this one. [B]Tempered Iron: [/B]This honestly feels like two completely different schools. You have the "fearsome juggernaut" and then you have the "anti-magic warrior". The maneuvers are cool enough, so its not necessarily an issue but its quite noticeable. Its another school I wouldn't take as primary but might take 1-2 maneuvers along the way. I also feel that the designers have casters casting in melee a lot more than my table does. [B]Tooth and Claw[/B]: Its a fun grab bag of movement and animal type maneuvers, it does the job. [B]Unending Wheel: [/B]Flavorwise, feels like the "Samurai School". I want to like it, as I like a lot of the maneuver concepts, but it just seems a little bit off. I think Razor's edge does a lot of what this school does but better. [/QUOTE]
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