D&D 5E Simple Warrior Buff and the importance of Game Balance

Xeviat

Dungeon Mistress, she/her
Hi everyone. I've been watching a lot of Web DM over on YouTube, and one particular episode got me thinking, and not in the direction I think they were intending: https://www.youtube.com/watch?v=v7oV4qhh2l0&index=36&list=PLNnRdBIGJX6y5znfAbYHxeBNbGflyh6Pv. There, they discuss the importance of, or really for them, the lack of importance of game balance. I wholeheartedly disagree, especially about combat balance. But, I do believe I play the game in a fundamentally different way than they do. I've seen imbalances make the game not fun for certain players, whether that was the Ranger player who built what seemed to be a sound concept but was out-shinned in combat by the Barbarian, the Wizard who's player delighted in wrecking every encounter with "creative" uses of spells, or the player who took "Improved Grapple" and was shocked it didn't make his Str 14 character an uber grappler (all of these were from 3E).

I haven't counted pages, or words really, but I'd venture to say that a sizable portion of the PHB rules are for combat resolution. Large swaths of the spells are combat spells, whether offensive or defensive. A significant portion of class abilities are combat. The Combat Chapter it self is almost as long as the "Using Ability Scores" (which have combat usage) and the "Adventuring" chapters put together.

Now, I'm not advocating for "perfect balance". 4E attempted that, an while I liked it, most of my players didn't, so I acquiesce. But, ensuring different options in the game are of comparable utility is still something I care about. I want the Sorcerer to be comparable to the Wizard. I want the Champion Fighter to be comparable to the Battle Master and Eldritch Knight. I want spell-casters to not out-shine the non-casters.

And that's where I am today. I had a quick idea that I think could make some headway in making the non-casters compare more to the spell-casters. And it's based around Extra Attack.

The Grapple and Shove, and other maneuvers, are considered "attacks". You can mix them up with your attacks when you have Extra Attack. Arguably, you can mix them up with Two-Weapon Fighting too (I'd say yes, the rules are unclear to me). But what if you could do a little more? What if Extra Attack didn't just give you an extra attack when you take the attack action. What if Extra Attack gave you an extra, limited, action? What if Attack, Dodge (Parry), and Help were interchangeable? A 5th level Fighter could make one attack and then help an ally, or dodge (parry) with one attack and attack their enemy with another. What if they could use that extra "action" for Dash? What if they could use it for Hide or other skill checks that require actions?

Spell-casters have spells that allow them to circumvent skills, or at least mimic them. Knock, Charm Person, Fly. But what if non-casters were just "better" at these mundane things.

This is a half-baked thought at best, but I think it's on the right direction. I'd sure like it if my imposing warrior could intimidate someone with one "attack" and attack with the other, without having to jump through a hoop to have a subclass give me that, or a feat.

What do you think?
 

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I would just use the Rogue's Cunning Action as a model.

Battle Prowess
Starting at 2nd level, your combat experience and battle prowess allow you to move and think quickly on the battlefield. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash or Help action, or to shove, grapple, or break a grapple.

Give it to Fighters and Barbarians. Not sure the other martials need it.
 
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Since Dodge (Parry) is generally a reaction to being attacked, it doesn't make a good fit for an Extra Attack action on a PC's turn.

Helping another character, though: that I like.
 

I would just model use the Rogue's Cunning Action as a model.

Battle Prowess
Starting at 2nd level, your combat experience and battle prowess allow you to move and think quickly on the battlefield. You can take a bonus action on each of your turns in combat. This action be used only to take the Dash or Help action, or to shove, grapple, or break a grapple.

Give it to Fighters and Barbarians. Not sure the others need it.

This would take away from Shield Master and not benefit TWFers. Would you be okay with that?


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I would just model use the Rogue's Cunning Action as a model.

Battle Prowess
Starting at 2nd level, your combat experience and battle prowess allow you to move and think quickly on the battlefield. You can take a bonus action on each of your turns in combat. This action be used only to take the Dash or Help action, or to shove, grapple, or break a grapple.

Give it to Fighters and Barbarians. Not sure the other martials need it.

Yes. Quick, to-the-point, and it seems reasonable to add to the Champion archetype.

It treads a little on the Battlemaster's Maneuvers, but not enough to be a steal.
 

This would take away from Shield Master and not benefit TWFers. Would you be okay with that?
Ah, yeah, that could be an issue. I don't play with feats anymore, so I wasn't aware of Shield Master. And I'm not sure how TWFers are affected (I've had so few of them in my games).

That said, there are a lot of feats that essentially allow people to pick up another class's abilities. For example, Ritual Caster is a way to pick up Ritual Casting without multiclassing into Wizard, etc. So with the right design, Shield Master would just be a way for non-martials to pick up Battle Prowess without multiclassing into Fighter or Barbarian.

Also, I think I went overboard. Allowing martials to grapple as a bonus action would significantly slow down combat. So maybe just "This action can be used only to take the Dash or Help action, or to break a grapple."

And that way, it's not stepping on Shield Master's toes.
 

Ah, yeah, that could be an issue. I don't play with feats anymore, so I wasn't aware of Shield Master. And I'm not sure how TWFers are affected (I've had so few of them in my games).

That said, there are a lot of feats that essentially allow people to pick up another class's abilities. For example, Ritual Caster is a way to pick up Ritual Casting without multiclassing into Wizard, etc. So with the right design, Shield Master would just be a way for non-martials to pick up Battle Prowess without multiclassing into Fighter or Barbarian.

Also, I think I went overboard. Allowing martials to grapple as a bonus action would significantly slow down combat. So maybe just "This action can be used only to take the Dash or Help action, or to break a grapple."

And that way, it's not stepping on Shield Master's toes.

It affects TWFers because they have to use their bonus action to get their extra attack. So this option would help them less because they already use their bonus action for something.


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It affects TWFers because they have to use their bonus action to get their extra attack. So this option would help them less because they already use their bonus action for something.
Ah, right. But Rogues are already faced with the same dilemma: Cunning Action or off-hand attack. So I'd be okay with it. And it would give Fighters and Barbarians an action economy similar to Monks and Rogues, who already have a bonus action pretty much every round.
 

Hiya!

Game Balance != Combat Capability.

What's wrong with just letting the DM (and table) decide if some action is "reasonable, given the circumstances"? Why does such things need to be codified into a, well, hard-coded "rule"?

Player: "Ha! I flip the table over on the two guys still seated at it, and try and kick the thug standing next to me away!"
DM: "You only have one attack...but...yeah, sure. Make an Athletics, DC 12 to flip the table over first. If you make it, you can kick at the thug, but at -2. If you fail, you can still kick the thug, but at Disadvantage".
Player: "Ok, dice don't fail me now!..."

That's how this sort of thing plays out at my table. If ANY action by the character, NPC, or monster seems "reasonable, given the circumstances", then I just adjudicate a chance. Usually this has some minor drawback, sometimes a major one...all depending on the circumstances and how everything is "playing out" in our collective imaginations.

IMHO, trying to give yet more hard-and-fast rules will do only one thing; encourage power-gaming and rules lawyering, while at the same time discourage players from trying to do stuff that isn't specifically "in the RAW". This may be fun for some folks who really enjoy "gaming the system", but for me and, I suspect, others, this is the opposite of what should be encouraged by the rules. With 5e, it's design focus is very much in the "DM should adjudicate each situation and go with his/her gut", over "Here's the RAW. Play by them!".

^_^

Paul L. Ming
 

Hiya!

Game Balance != Combat Capability.

Combat Balance = Combat Capability. That's what I'm talking about. But I'm also talking about expanding the non-caster's options to do more. You notice, I was giving exploration and even potentially social things that they could then do with Extra Attack becoming (Limited) Extra Action.

I 100% disagree with you. Your quick little "improvisation" suggestion isn't supported by the rules. There isn't even a list to give DMs example. Some may go crazy with it. Some may be stingy with it.
 

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