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New Year Unearthed Arcana Brings Back Those Old 2E Kits
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<blockquote data-quote="I'm A Banana" data-source="post: 7690404" data-attributes="member: 2067"><p>My own position is that "stuff" can be more interesting and more nuanced and more specific than "ah, just chuck some maneuvers on it."</p><p></p><p>SD can be a hammer, and when every potential new fighter subclass looks like a nail, there's little thought given to how this would look and work if you <em>removed</em> SD from the equation, or dramatically changed how they worked. There's no innovation, no new play experience, just the BM with a new coat of paint. </p><p></p><p>To be a Cavalier, I'd want to be more than "BM with some Mounted Combat-style fobs." To be a Scout, I'd want to be more than "BM with some skill-enhancing fobs." I already have a BM. More/different maneuvers are nice, but it doesn't change the experience of playing the character (especially in combat). I want mechanics that match the fiction, which means that playing a tactical master like the BM should feel different from playing a courageous cavalier or a mobile scout. In combat, I don't need to be making decisions about allocating resources, I need to be charging into melee or setting up an ambush. It shouldn't be a tactical decision (Do I charge into combat, or something else?), it should be just what I do ("I charge into combat. Stuff happens.").</p><p></p><p>There's plenty of room for mechanics beyond "at-will cantrips" without just giving up and saying "I dunno, change two or three things about the Battle Master, that's good enough."</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7690404, member: 2067"] My own position is that "stuff" can be more interesting and more nuanced and more specific than "ah, just chuck some maneuvers on it." SD can be a hammer, and when every potential new fighter subclass looks like a nail, there's little thought given to how this would look and work if you [I]removed[/I] SD from the equation, or dramatically changed how they worked. There's no innovation, no new play experience, just the BM with a new coat of paint. To be a Cavalier, I'd want to be more than "BM with some Mounted Combat-style fobs." To be a Scout, I'd want to be more than "BM with some skill-enhancing fobs." I already have a BM. More/different maneuvers are nice, but it doesn't change the experience of playing the character (especially in combat). I want mechanics that match the fiction, which means that playing a tactical master like the BM should feel different from playing a courageous cavalier or a mobile scout. In combat, I don't need to be making decisions about allocating resources, I need to be charging into melee or setting up an ambush. It shouldn't be a tactical decision (Do I charge into combat, or something else?), it should be just what I do ("I charge into combat. Stuff happens."). There's plenty of room for mechanics beyond "at-will cantrips" without just giving up and saying "I dunno, change two or three things about the Battle Master, that's good enough." [/QUOTE]
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