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So what's exactly wrong with the fighter?
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<blockquote data-quote="Imaro" data-source="post: 6664774" data-attributes="member: 48965"><p>Bolded for Emphasis: Hmm... do you think this was perhaps an issue with encounter design vs. an issue with the Battlemaster? I mean if 90% of your encounters were centered around taking down a single foe... well that would diminish the dynamic nature of many classes abilities.</p><p></p><p>I can only speak to what I've seen in my own campaign, which is at 8th level right now. The Battlemaster in my campaign picked Riposte, Menacing Attack, Commander's Strike, Sweeping Attack and Trip Attack ... I'd say he uses all of them around the same amount with Commander's Strike being the most niche... but very useful when the Rogue is lined up for a big damage shot or facing creatures like fiends and undead and you want the paladin to attack more. I'm not convinced that dumping all your dice into the first round of combat is really optimal... unless you're only fighting a single enemy...</p><p></p><p> </p><p></p><p></p><p>Ah I see and they succeeded every time they attempted something so there was never a point where you backing them up mattered?</p><p></p><p>In my game the Battlemaster handles most of the physical challenges, unless it's a group check, through skills and attributes but he also has the skulker feat and backs the Rogue up on scouting missions and the like in case something goes wrong... and sometimes it does.</p><p></p><p></p><p></p><p>Again it seems like 90% of the encounters you were in were designed so that this was the optimal solution... If I don't ever have a nature adventure... does that mean the Druid/Ranger classes are flawed or that my adventure/encounter design is off?</p><p></p><p></p><p></p><p>What were your spellcasters doing? I mean it's a team game so why weren't they getting you mobile and where you needed to be to maximize damage?</p><p></p><p>EDIT: Also if the reach situation became common why not grab lunging strike and increase your own reach? Or Maneuvering Strike to get an ally up close or even Evasive Footwork to close?</p><p></p><p></p><p></p><p>Again interesting since gaining new maneuvers seemed to give more breadth to the Battlemaster in my campaign... and again when facing fiends throw the paladin extra atttacks... golems...none are bigger then Large so tripping, shoving, etc. work on them. Dragons and giants...Goading Attack, Rally, Commander's Strike, Disarming Attack(Giants not Dragons)... and a few others all work at range or allow you to affect the battle even if you can't reach the enemy.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6664774, member: 48965"] Bolded for Emphasis: Hmm... do you think this was perhaps an issue with encounter design vs. an issue with the Battlemaster? I mean if 90% of your encounters were centered around taking down a single foe... well that would diminish the dynamic nature of many classes abilities. I can only speak to what I've seen in my own campaign, which is at 8th level right now. The Battlemaster in my campaign picked Riposte, Menacing Attack, Commander's Strike, Sweeping Attack and Trip Attack ... I'd say he uses all of them around the same amount with Commander's Strike being the most niche... but very useful when the Rogue is lined up for a big damage shot or facing creatures like fiends and undead and you want the paladin to attack more. I'm not convinced that dumping all your dice into the first round of combat is really optimal... unless you're only fighting a single enemy... Ah I see and they succeeded every time they attempted something so there was never a point where you backing them up mattered? In my game the Battlemaster handles most of the physical challenges, unless it's a group check, through skills and attributes but he also has the skulker feat and backs the Rogue up on scouting missions and the like in case something goes wrong... and sometimes it does. Again it seems like 90% of the encounters you were in were designed so that this was the optimal solution... If I don't ever have a nature adventure... does that mean the Druid/Ranger classes are flawed or that my adventure/encounter design is off? What were your spellcasters doing? I mean it's a team game so why weren't they getting you mobile and where you needed to be to maximize damage? EDIT: Also if the reach situation became common why not grab lunging strike and increase your own reach? Or Maneuvering Strike to get an ally up close or even Evasive Footwork to close? Again interesting since gaining new maneuvers seemed to give more breadth to the Battlemaster in my campaign... and again when facing fiends throw the paladin extra atttacks... golems...none are bigger then Large so tripping, shoving, etc. work on them. Dragons and giants...Goading Attack, Rally, Commander's Strike, Disarming Attack(Giants not Dragons)... and a few others all work at range or allow you to affect the battle even if you can't reach the enemy. [/QUOTE]
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