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Reviews of Warlordish options - Starting with the Noble
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<blockquote data-quote="jodyjohnson" data-source="post: 6848902" data-attributes="member: 5590"><p>5MWD Presents: Maneuvers & Commander – David Gibson (Jester Canuck)</p><p><a href="http://www.dmsguild.com/product/174898/5MWD-Presents-Maneuvers--Commander?term=maneuvers" target="_blank">http://www.dmsguild.com/product/174898/5MWD-Presents-Maneuvers--Commander?term=maneuvers</a></p><p></p><p>This document runs 6 pages with 2 being cover and credits and the last an advertisement. The maneuvers occupy 1 ½ pages with standard book print and 1 page for the Commander archetype.</p><p></p><p>The 27 maneuvers are sometimes too specific which makes them less appealing picks early when there are limited slots. However, in the late game when 9 or even 11 maneuvers (with Martial Adept) might be known these are welcome additions to the stock Maneuvers in the PHB.</p><p></p><p>Typically the most appealing maneuvers are those which add attacks through reactions (Riposte) or bonus actions or help them hit (Precision Attack).</p><p></p><p>The standout action economy modifying maneuvers are Backswing Attack (extra attack with bonus action when you miss), Grabbing Attack (no action grab with a free hand), and Knight’s Gambit (grant advantage but get Reaction attack).</p><p></p><p>The rest of the Maneuvers are situational so they depend on what you want to accomplish on a regular basis. Many assist with checks or saves and fill in some support abilities.</p><p></p><p>The two maneuvers which seemed weird are Redirect Charge and Superior Initiative. Superior Initiative I’m not sure what it is supposed to do over any of the ‘add damage’ maneuvers. As written it is a situationally ‘add damage’ maneuver but there are many broader maneuvers with better riders. </p><p></p><p>Redirect Charge forces a creature moving towards you to go an extra 10 or 15 feet (not sure which). I get the idea but don’t buy the loss of control. Seems like you just run them out of movement and leave them with a lost action situationally. More likely players will interpret this as drawing a bunch of Opportunity attacks. I could skip this one.</p><p></p><p>All these maneuvers serve to set up the Commander archetype, a more ‘Warlordy’ Battle Master.</p><p></p><p>As a fighter archetype is set on all the normal Fighter stuff. The subclass adds an alternate usage for Action Surge while building very much on the Battle Master. Essentially I’m going to compare the Battle Master and Commander directly since the modification is obvious.</p><p></p><p>Combat Superiority is potentially identical although the Commander forces 2 of the starting Maneuvers and half the next 4 choices into the Command Maneuver list. The Command maneuver list has the 3 main ‘Warlord’ maneuvers (Commanding Strike, Maneuvering Attack, and Rally) plus adds the new ones with a support bent. This leaves 1 at the beginning and 3 more later for non-‘Warlordy’ maneuvers. My first inclination would be to take Knight’s Gambit, one of the support maneuvers, and then Backswing Attack to cover a Reaction attack, and a bonus action attack. Superior Assistance gives a nice out of combat use for the Superiority dice.</p><p></p><p>Also at 3rd, the Commander gets Share Surge which adds an alternate use for Action Surge. It is probably going to go to more attacks by the Fighter (because of Extra Attack) but in the right situation it is a nice option.</p><p></p><p>In a comparison between Battle Master and Commander at this point I’d give the nod to Commander since the Share Surge feature beats a tool proficiency.</p><p></p><p>Unless you are pretty town focused I think the level 7 feature for Commander is more combat friendly than Know Your Enemy. +1 to +3 for everyone’s initiative will add up.</p><p></p><p>At 10th instead of getting bigger dice, the Commander gets a flat bonus. This makes the Superiority dice more reliable as the minimum is a couple points higher. Decreasing the amount of wasted dice. The Battle Master gets a higher maximum but personally I’d go with raising the floor on the dice.</p><p></p><p>Evaluate Situation is think is also strictly better than Relentless as you can run yourself out and get that +1 right away rather than waiting for the next fight. It still can refresh in the next fight so it effectively gives you an extra die in the first fight after a short rest and any others before the next short rest.</p><p></p><p>Since 10th granted a bonus instead of a bigger die size, at 18th the floor is raised again. With the minimum die roll equal to the Int modifier. This one requires more sacrifice to use since the only other use the Commander has for Int is the Warning Cry damage mitigation ability. Odds are you’d have to take a hit somewhere else to use this unless you pull a Headband of Intellect in the magic item lottery.</p><p></p><p>Overall, the Commander looks like a better Battle Master and would probably replace the Battle Master in play unless a player really hated having maneuver choices restricted.</p><p></p><p>Since it riffs so heavily off Battle Master I think it would be fine since the Battle Master is fine even if it replaces it for many players.</p><p></p><p>With regards to the classic board bugaboos:</p><p>1. Ranged inspirational healing from unconscious – no. One option for damage mitigation at range.</p><p>2. Background as a class – no.</p><p>3. I’m in charge here – same as Battle Master. Generally commanding and inspiring with those commands.</p><p>4. Healing by spending Hit Dice – no. No hit point recovery, temp hit points only.</p><p>5. Full action granting – no. Share surge has limited Attack, cast cantrip, Dash, or Dodge.</p><p>6. At-will attack granting – no. Commanding Strike remains main attack granting maneuver.</p><p>For some these are features and for others failures.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6848902, member: 5590"] 5MWD Presents: Maneuvers & Commander – David Gibson (Jester Canuck) [url]http://www.dmsguild.com/product/174898/5MWD-Presents-Maneuvers--Commander?term=maneuvers[/url] This document runs 6 pages with 2 being cover and credits and the last an advertisement. The maneuvers occupy 1 ½ pages with standard book print and 1 page for the Commander archetype. The 27 maneuvers are sometimes too specific which makes them less appealing picks early when there are limited slots. However, in the late game when 9 or even 11 maneuvers (with Martial Adept) might be known these are welcome additions to the stock Maneuvers in the PHB. Typically the most appealing maneuvers are those which add attacks through reactions (Riposte) or bonus actions or help them hit (Precision Attack). The standout action economy modifying maneuvers are Backswing Attack (extra attack with bonus action when you miss), Grabbing Attack (no action grab with a free hand), and Knight’s Gambit (grant advantage but get Reaction attack). The rest of the Maneuvers are situational so they depend on what you want to accomplish on a regular basis. Many assist with checks or saves and fill in some support abilities. The two maneuvers which seemed weird are Redirect Charge and Superior Initiative. Superior Initiative I’m not sure what it is supposed to do over any of the ‘add damage’ maneuvers. As written it is a situationally ‘add damage’ maneuver but there are many broader maneuvers with better riders. Redirect Charge forces a creature moving towards you to go an extra 10 or 15 feet (not sure which). I get the idea but don’t buy the loss of control. Seems like you just run them out of movement and leave them with a lost action situationally. More likely players will interpret this as drawing a bunch of Opportunity attacks. I could skip this one. All these maneuvers serve to set up the Commander archetype, a more ‘Warlordy’ Battle Master. As a fighter archetype is set on all the normal Fighter stuff. The subclass adds an alternate usage for Action Surge while building very much on the Battle Master. Essentially I’m going to compare the Battle Master and Commander directly since the modification is obvious. Combat Superiority is potentially identical although the Commander forces 2 of the starting Maneuvers and half the next 4 choices into the Command Maneuver list. The Command maneuver list has the 3 main ‘Warlord’ maneuvers (Commanding Strike, Maneuvering Attack, and Rally) plus adds the new ones with a support bent. This leaves 1 at the beginning and 3 more later for non-‘Warlordy’ maneuvers. My first inclination would be to take Knight’s Gambit, one of the support maneuvers, and then Backswing Attack to cover a Reaction attack, and a bonus action attack. Superior Assistance gives a nice out of combat use for the Superiority dice. Also at 3rd, the Commander gets Share Surge which adds an alternate use for Action Surge. It is probably going to go to more attacks by the Fighter (because of Extra Attack) but in the right situation it is a nice option. In a comparison between Battle Master and Commander at this point I’d give the nod to Commander since the Share Surge feature beats a tool proficiency. Unless you are pretty town focused I think the level 7 feature for Commander is more combat friendly than Know Your Enemy. +1 to +3 for everyone’s initiative will add up. At 10th instead of getting bigger dice, the Commander gets a flat bonus. This makes the Superiority dice more reliable as the minimum is a couple points higher. Decreasing the amount of wasted dice. The Battle Master gets a higher maximum but personally I’d go with raising the floor on the dice. Evaluate Situation is think is also strictly better than Relentless as you can run yourself out and get that +1 right away rather than waiting for the next fight. It still can refresh in the next fight so it effectively gives you an extra die in the first fight after a short rest and any others before the next short rest. Since 10th granted a bonus instead of a bigger die size, at 18th the floor is raised again. With the minimum die roll equal to the Int modifier. This one requires more sacrifice to use since the only other use the Commander has for Int is the Warning Cry damage mitigation ability. Odds are you’d have to take a hit somewhere else to use this unless you pull a Headband of Intellect in the magic item lottery. Overall, the Commander looks like a better Battle Master and would probably replace the Battle Master in play unless a player really hated having maneuver choices restricted. Since it riffs so heavily off Battle Master I think it would be fine since the Battle Master is fine even if it replaces it for many players. With regards to the classic board bugaboos: 1. Ranged inspirational healing from unconscious – no. One option for damage mitigation at range. 2. Background as a class – no. 3. I’m in charge here – same as Battle Master. Generally commanding and inspiring with those commands. 4. Healing by spending Hit Dice – no. No hit point recovery, temp hit points only. 5. Full action granting – no. Share surge has limited Attack, cast cantrip, Dash, or Dodge. 6. At-will attack granting – no. Commanding Strike remains main attack granting maneuver. For some these are features and for others failures. [/QUOTE]
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