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Revised 6E prediction thread
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<blockquote data-quote="EzekielRaiden" data-source="post: 8190496" data-attributes="member: 6790260"><p>Alrighty.</p><p></p><p></p><p>I'll first state my problems with the Battle Master, then jump off that into what I'm looking for.</p><p></p><p>So. A major problem is that a lot of the maneuvers just...aren't very good. Feinting Attack (for yourself) and Distracting Attack (for allies), for example, expend a bonus action to get advantage...on only one attack. You'd be far better off just <em>making two attacks</em> in most cases, even with the Superiority Die adding extra damage, because static damage boosts are still where the real money is. Parry is likewise not great (is even 5+d12 really going to mitigate enough damage to <em>matter?</em>). The fact that several depend on the target failing a saving throw--usually Strength, a stat many monsters have in abundance--doesn't help, since you already had to hit the target anyway just to qualify to use them. That there are just a handful of good ones and a lot of either bad, mediocre, or ultra-niche ones is decidedly unhelpful, and makes the "ooh, I get to pick two new maneuvers" benefit feel pretty hollow when you already had the handful of good ones and could (almost) always know which one was best at a glance.</p><p></p><p>A further problem, above and beyond the above, is the <em>paucity</em> of Superiority Dice. You get--at most--six per short rest, and that only at 15th level. For most of the game, you get to do two, <em>maybe</em> three of these maneuvers per fight if you're lucky. And since it all draws from the same resource pool, and there's no delay or reuse timer or anything, you can just spam the handful of really good ones and forget the rest. There's no need to plan; very little need to think about position, maneuvering, or ally tactics; and no real benefit to choosing the right thing at the right time nor penalty for choosing the wrong thing <em>other than</em> "nothing happens." Simultaneously you get so few of them that it rarely matters, AND you can do every maneuver indefinitely with all of them, so it never really matters what you've chosen.</p><p></p><p>I want stuff where coordination, planning, positioning, predicting future moves, etc. is actually relevant, beyond (as already said before) the "extracting options from your DM," because everyone can do that. I want stuff where, sure, you have basic tricks you can pull out whenever, but you can go beyond that and pull out some real big stuff too. E.g. giving two or even more allies movement, having everyone roll extra damage for attacking a specific target, letting others (or joining with them to) take risks to reap higher rewards, heck even something as simple as repositioning an enemy more precisely than "fling them away."</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8190496, member: 6790260"] Alrighty. I'll first state my problems with the Battle Master, then jump off that into what I'm looking for. So. A major problem is that a lot of the maneuvers just...aren't very good. Feinting Attack (for yourself) and Distracting Attack (for allies), for example, expend a bonus action to get advantage...on only one attack. You'd be far better off just [I]making two attacks[/I] in most cases, even with the Superiority Die adding extra damage, because static damage boosts are still where the real money is. Parry is likewise not great (is even 5+d12 really going to mitigate enough damage to [I]matter?[/I]). The fact that several depend on the target failing a saving throw--usually Strength, a stat many monsters have in abundance--doesn't help, since you already had to hit the target anyway just to qualify to use them. That there are just a handful of good ones and a lot of either bad, mediocre, or ultra-niche ones is decidedly unhelpful, and makes the "ooh, I get to pick two new maneuvers" benefit feel pretty hollow when you already had the handful of good ones and could (almost) always know which one was best at a glance. A further problem, above and beyond the above, is the [I]paucity[/I] of Superiority Dice. You get--at most--six per short rest, and that only at 15th level. For most of the game, you get to do two, [I]maybe[/I] three of these maneuvers per fight if you're lucky. And since it all draws from the same resource pool, and there's no delay or reuse timer or anything, you can just spam the handful of really good ones and forget the rest. There's no need to plan; very little need to think about position, maneuvering, or ally tactics; and no real benefit to choosing the right thing at the right time nor penalty for choosing the wrong thing [I]other than[/I] "nothing happens." Simultaneously you get so few of them that it rarely matters, AND you can do every maneuver indefinitely with all of them, so it never really matters what you've chosen. I want stuff where coordination, planning, positioning, predicting future moves, etc. is actually relevant, beyond (as already said before) the "extracting options from your DM," because everyone can do that. I want stuff where, sure, you have basic tricks you can pull out whenever, but you can go beyond that and pull out some real big stuff too. E.g. giving two or even more allies movement, having everyone roll extra damage for attacking a specific target, letting others (or joining with them to) take risks to reap higher rewards, heck even something as simple as repositioning an enemy more precisely than "fling them away." [/QUOTE]
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