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You Don’t Have To Leave Wolfy Behind... In 'Pets & Sidekicks' Your Companions Level Up With You!
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #16: Combat Maneuvers
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<blockquote data-quote="RangerWickett" data-source="post: 8241725" data-attributes="member: 63"><p><strong>Adamant Mountain</strong></p><p>I wonder what everyone's expectations of combat duration are. If you've got 4 exertion at 5th level, and it replenishes on a short rest, you're doing two, maybe three maneuvers before you're tapped. So something like <strong>Warding Wield</strong> giving you +2 AC for one round . . . which won't make a difference on whether you get hit 90% of the time . . . strikes me as a bad option. If you use it 10 times, you'll expect to stop one hit. Maybe that stops a ton of damage, but at 5th level it probably blocks an average of 2 damage each time you use it, versus <strong>Catch Your Breath</strong> healing probably 4 or 5.</p><p></p><p><strong>Heavy Stance</strong>. The name feels weird. Why is a tank good at navigating difficult terrain?</p><p></p><p><strong>Shrug it Off</strong>. Should this have a duration, or is it just a one-time thing. Like, you swallow some cyanide and shrug, it does nothing to you. But if you're in a cloud of poison, you get one breath full of the noxious fumes and you shrug it off, but if you linger in the cloud, I guess you can't keep shrugging forever.</p><p></p><p><strong>Bowling Blitz.</strong> It strikes me as odd that you can impale someone on a pike and throw them 20 feet, but you can't do the same maneuver with another weapon. For that matter, <strong>Cleaving Swing</strong> with a thrusting pike is kinda weird. Are these maneuvers keyed to heavy weapons for balance reasons, or flavor? Is there a real reason you want to prevent players from cleaving with, say, a longsword held in two hands, versus a greatsword? <strong>Lean Into It</strong> lets you knock someone down with an unarmed strike, knife, or whip, by contrast.</p><p></p><p>I agree that <strong>Wild Swing</strong> doesn't make sense as a thing only a high-level warrior can pull off.</p><p></p><p><strong>Mighty Melee</strong> looks terrible. Give up two attacks and 3 exertion point so that, hm, maybe 4 attacks (2 more iterative attacks, haste, and an OA) can deal 16 total extra damage. At this level, your two attacks are probably going to do more than that anyway, right?</p><p></p><p>Plus, this is just math combat, where you shuffle some numbers around to try to make other numbers bigger. That's not narratively engaging.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8241725, member: 63"] [B]Adamant Mountain[/B] I wonder what everyone's expectations of combat duration are. If you've got 4 exertion at 5th level, and it replenishes on a short rest, you're doing two, maybe three maneuvers before you're tapped. So something like [B]Warding Wield[/B] giving you +2 AC for one round . . . which won't make a difference on whether you get hit 90% of the time . . . strikes me as a bad option. If you use it 10 times, you'll expect to stop one hit. Maybe that stops a ton of damage, but at 5th level it probably blocks an average of 2 damage each time you use it, versus [B]Catch Your Breath[/B] healing probably 4 or 5. [B]Heavy Stance[/B]. The name feels weird. Why is a tank good at navigating difficult terrain? [B]Shrug it Off[/B]. Should this have a duration, or is it just a one-time thing. Like, you swallow some cyanide and shrug, it does nothing to you. But if you're in a cloud of poison, you get one breath full of the noxious fumes and you shrug it off, but if you linger in the cloud, I guess you can't keep shrugging forever. [B]Bowling Blitz.[/B] It strikes me as odd that you can impale someone on a pike and throw them 20 feet, but you can't do the same maneuver with another weapon. For that matter, [B]Cleaving Swing[/B] with a thrusting pike is kinda weird. Are these maneuvers keyed to heavy weapons for balance reasons, or flavor? Is there a real reason you want to prevent players from cleaving with, say, a longsword held in two hands, versus a greatsword? [B]Lean Into It[/B] lets you knock someone down with an unarmed strike, knife, or whip, by contrast. I agree that [B]Wild Swing[/B] doesn't make sense as a thing only a high-level warrior can pull off. [B]Mighty Melee[/B] looks terrible. Give up two attacks and 3 exertion point so that, hm, maybe 4 attacks (2 more iterative attacks, haste, and an OA) can deal 16 total extra damage. At this level, your two attacks are probably going to do more than that anyway, right? Plus, this is just math combat, where you shuffle some numbers around to try to make other numbers bigger. That's not narratively engaging. [/QUOTE]
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Level Up Playtest Document #16: Combat Maneuvers
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