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Level Up (A5E) Manuevers Feedback

Stalker0

Legend
As I saw some new manuevers showcased, I will dig into them as I like to do.

Dangerous Strikes: In general, I like the cleaned up language on how the attack action and your extra attacks and everything works, solid. Now that we know crits are double damage, this seems a fun one especially with TWF.

Exploit Footing: Still not a fan of the "when a creature has disadvantage and both rolls would miss". Not only does the DM have to reveal the creature had disadvantage on the attacks (which is the lesser evil here), he now constantly has to check if both die would have missed so the player can get their ability. A lot of DM work for little payout. Would greatly prefer "if an attack that has advantage or disadvantage misses...." If that's too much than give it a -1 DC or something, would much rather have to adjust a DC than have to constantly check my disadvantage dice for something a player might need.

Iron Will: Perfect

Perceptive Stance: Cool, clean, fun.

Practiced Roll: Hitting a turkey here.

Twist the Blade: Four Bagger!

Use the Pain: Five bagger. So I think the cost is a great differentiator between this and Twist the blade. Twist the blade is generally better but at half the cost, this one is appealing.

Drive Back: Martial control that I think is within the realm of "physics" that most people will buy it. This to me is what high level martials is about. They can't change the universe, but when they demand the enemy back.... by gum that enemy WILL MOVE!

Instinctive Counterattack: This one is weird. Why does my pool need to not be empty? So does that mean I need 3 exertion available (2 for the manuever, 1 to not be empty). Just....odd.

Mind Over Body: I feel like this one used to be more exertion. At 1 exertion I think the -2 reduction is solid. Its not amazing, but its cool.

Dashing Razor: Effectively a "mobile charge" that also gives a speed boost for the fight....ok I can dig it.

Perfect Edge Stance: Perfect edge indeed.

Sharpened Awareness: Now that's a neat "parry" ability. I appreciate that for the cost, I am always getting something here, and often quite something. Also neat to see perception used in the "fighter space". I like it.

DoubleTime: Its a cool manuever but just seems to be niche, how often does a group need to disengage? Then again it does open up some neat concepts since everyone is disengaged, you can basically reorganize in any pattern without OA. So ok, I'm skeptical but I'd give it a shot.

Rallying Cry: At first I was like "3 exertion....outrageous". But considering its basically a "healing word" on tap....yeah that's pretty darn good.

United with Stand: Noice! Some cheesy players might go "it doesn't say I have to be in melee range with the monster to make the attack, so I can attack it from over here"....but I figure that's what DMs are for.
 

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Al'Kelhar

Adventurer
Exploit Footing: Still not a fan of the "when a creature has disadvantage and both rolls would miss". Not only does the Narrator have to reveal the creature had disadvantage on the attacks (which is the lesser evil here), he now constantly has to check if both die would have missed so the player can get their ability. A lot of Narrator work for little payout. Would greatly prefer "if an attack that has advantage or disadvantage misses...." If that's too much than give it a -1 DC or something, would much rather have to adjust a DC than have to constantly check my disadvantage dice for something a player might need.

...

United with Stand: Noice! Some cheesy players might go "it doesn't say I have to be in melee range with the monster to make the attack, so I can attack it from over here"....but I figure that's what Narrators are for.
There, fixed it for ya! ;)
 


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