Tactics has a brokenness level that is actually more than linear in the number of people who have it. With one person, it is an extremely powerful gambit. With two or more, it becomes ridiculous. The two general breaks for it are "Let's both take turns" and "Pile-up on the Nova Specialist". For the first one, two or more characters with WRT each use it on each other to get two turns each per round. For the second, everybody in the party except the Nova Specialist takes WRT and they all use it on the Nova Specialist, giving her a number of turns equal to the number of people in the party (plus they all take their turns too, of course), which is pretty much an auto-win if your Nova Specialist is any good at Nova-ing.hong said:I've got a player who's taking a dwarf crusader in my upcoming game. This is actually a fairly cool character but I recall a lot of talk about how some of the WR maneuvers were broken, or at least should be watched closely. Can anyone remind me what they were?
For Warmaster's Charge, prior movement matters naught. If they didn't use a Swift action and thus have an Immediate action ready, they can all go. And then if they happened to have been delaying until after you did this (or just have lower initiative), they can all Full Attack immediately afterwards, or coup-de-grace the now-stunned enemy.hong said:Those were the ones I had a vague recollection of, yeah. There's only 2 other PCs (a gnome wiz and something else), and neither player is really that much of a powergamer so exponential brokenness probably won't be a huge issue.
For Warmaster's Charge, how does prior movement in the round figure into it? From the description it seems that everyone within 30' can charge even if they've already moved -- or if their turn hasn't come up yet, it doesn't impact their ability to move later in the round.
That wacky Mearls, still tinkering with Iron Heroes!
Rystil Arden said:For Warmaster's Charge, prior movement matters naught. If they didn't use a Swift action and thus have an Immediate action ready, they can all go. And then if they happened to have been delaying until after you did this (or just have lower initiative), they can all Full Attack immediately afterwards, or coup-de-grace the now-stunned enemy.
Yeah, but with a little prep it can be used to kill nearly anything. Huge baddies are really easy to take out (Even CR 30+) with a summoning druid and warmaster's charge.starwed said:It is a ninth level maneuver though; it's supposed to be awesome.
hong said:Those were the ones I had a vague recollection of, yeah. There's only 2 other PCs (a gnome wiz and something else), and neither player is really that much of a powergamer so exponential brokenness probably won't be a huge issue.
For Warmaster's Charge, how does prior movement in the round figure into it? From the description it seems that everyone within 30' can charge even if they've already moved -- or if their turn hasn't come up yet, it doesn't impact their ability to move later in the round.
That wacky Mearls, still tinkering with Iron Heroes!