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*Dungeons & Dragons
Martial/Caster fix.
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<blockquote data-quote="Ashrym" data-source="post: 9652154" data-attributes="member: 6750235"><p>I just wanted to point out that at high levels a battle master can combine menacing attack with push using any weapon from tactical master to play the frighted and away game.</p><p></p><p>Relentless makes it once per turn, not two free casts in a day, plus spending superiority dice can due it to up to three targets. EK's burn through slots fairly fast with wrathful smite and dissonant whispers if they try to maintain the strategy.</p><p></p><p>They also don't need to worry about an off casting stat to make up with disadvantage. Battle master's tend to have either a good STR or DEX score.</p><p></p><p>BMX Bandit / Angel Summoner appeals to absurdity from a faulty premise. It's not that casters don't have powerful abilities -- it's that casters don't always have those abilities available unless the 5MWD is in play. BMX Bandit / Angel Summoner also assumes a lack of powerful options for BMX Bandit, which isn't correct because martial damage is a useful and powerful option in D&D.</p><p></p><p>It is funny though. <img class="smilie smilie--emoji" alt="🙃" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f643.png" title="Upside-down face :upside_down:" data-shortname=":upside_down:" loading="lazy" width="64" height="64" /></p><p></p><p>Tactical mind is nice, but it's built off a shared resource. Granting bardic inspiration can be done far more often, and reliable talent is still the best option IME.</p><p></p><p>Combining tactical mind with some of the battle master maneuver bonuses can make for a big bonus though. This is more prevalent after relentless.</p><p></p><p>I would argue monks and rogues aren't that simple, and I can build a mechanically simple warlock; a warlock that's simpler than my rogues or monks.</p><p></p><p>I disagree with this pretty hard.</p><p></p><p>The issue isn't the bonuses or the ability score spread (because both can be DEX based) but the fact the rogue has more skill proficiencies and expertise all the time while the fighter has two or three uses of second wind that recover one use on a short rest, and those are also used up healing the fighter instead.</p><p></p><p>Even using tactical mind for all second wind uses is only a couple of bonuses and that is not as good as more smaller bonuses. It's comparable but not ahead. Reliable talent kicks tactical mind to the curb when it comes online.</p><p></p><p>Advantage doesn't help much hitting a DC 20 action when the bonus is +0 but tactical mind can increase that chance a lot. A bonus makes it possible to hit a higher number and two rolls does not. Two rolls makes it easier to hit an easier DC.</p><p></p><p>Enhance ability also comes at the cost of maintaining another concentration spell, and maintaining it for longer periods of time becomes costly on slots.</p><p></p><p>OTOH, enhance ability can be applied to a lot more checks than burning through second wind uses. Either has advantages.</p><p></p><p>The issue with tactical mind is the limited resource that's shared with healing. It's a useful bonus on a limited basis but it doesn't overshadow bards with expertise and jack of all trades, or rogues with expertise because those can come into play far more often. </p><p></p><p>Font of inspiration granting a lot of bonuses more often is easily better, and so is reliable talent. Bards and rangers add spell support as well.</p><p></p><p>Fighters get a good bonus once in a while but are not the best.</p><p></p><p>Cunning strike and devious strike are pretty good additions, as well as some weapon mastery.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 9652154, member: 6750235"] I just wanted to point out that at high levels a battle master can combine menacing attack with push using any weapon from tactical master to play the frighted and away game. Relentless makes it once per turn, not two free casts in a day, plus spending superiority dice can due it to up to three targets. EK's burn through slots fairly fast with wrathful smite and dissonant whispers if they try to maintain the strategy. They also don't need to worry about an off casting stat to make up with disadvantage. Battle master's tend to have either a good STR or DEX score. BMX Bandit / Angel Summoner appeals to absurdity from a faulty premise. It's not that casters don't have powerful abilities -- it's that casters don't always have those abilities available unless the 5MWD is in play. BMX Bandit / Angel Summoner also assumes a lack of powerful options for BMX Bandit, which isn't correct because martial damage is a useful and powerful option in D&D. It is funny though. 🙃 Tactical mind is nice, but it's built off a shared resource. Granting bardic inspiration can be done far more often, and reliable talent is still the best option IME. Combining tactical mind with some of the battle master maneuver bonuses can make for a big bonus though. This is more prevalent after relentless. I would argue monks and rogues aren't that simple, and I can build a mechanically simple warlock; a warlock that's simpler than my rogues or monks. I disagree with this pretty hard. The issue isn't the bonuses or the ability score spread (because both can be DEX based) but the fact the rogue has more skill proficiencies and expertise all the time while the fighter has two or three uses of second wind that recover one use on a short rest, and those are also used up healing the fighter instead. Even using tactical mind for all second wind uses is only a couple of bonuses and that is not as good as more smaller bonuses. It's comparable but not ahead. Reliable talent kicks tactical mind to the curb when it comes online. Advantage doesn't help much hitting a DC 20 action when the bonus is +0 but tactical mind can increase that chance a lot. A bonus makes it possible to hit a higher number and two rolls does not. Two rolls makes it easier to hit an easier DC. Enhance ability also comes at the cost of maintaining another concentration spell, and maintaining it for longer periods of time becomes costly on slots. OTOH, enhance ability can be applied to a lot more checks than burning through second wind uses. Either has advantages. The issue with tactical mind is the limited resource that's shared with healing. It's a useful bonus on a limited basis but it doesn't overshadow bards with expertise and jack of all trades, or rogues with expertise because those can come into play far more often. Font of inspiration granting a lot of bonuses more often is easily better, and so is reliable talent. Bards and rangers add spell support as well. Fighters get a good bonus once in a while but are not the best. Cunning strike and devious strike are pretty good additions, as well as some weapon mastery. [/QUOTE]
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