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General Tabletop Discussion
*Pathfinder & Starfinder
The case against Combat Superiority
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<blockquote data-quote="Sadrik" data-source="post: 6011382" data-attributes="member: 14506"><p>Fighters should not have a unique wacky system all unto themselves. Why? It is simple, the system as thrown together now symbolizes their advanced training and is a BROAD understanding of fighting, but picking specific techniques from a vast array of techniques. I'll use the barbarian to contrast. The barbarian has 1 fighting technique - rage. Therefore, it can be specific to one class. The game designers can say rage is so specific that everyone who picks up this technique has to be a barbarian. However in the fighters instance the designers are saying, here are an immense number of special abilities representing basic fighting maneuvers that only the fighter has access to. It is a function of specific =/= generic.</p><p></p><p>My biggest fear with the mechanic is damage bloat and as a consequence how that trickles into the system - HP, spell damage, sneak attack, etc. Sneak attack is +2d6 damage at 1st level as a direct consequence of the fighters +1d6 damage to all attacks. I say no.</p><p></p><p>My preferred way to handle maneuvers is in the combat section. Allow them all to be used. Taking feats makes them better. This includes the rogues sneak attack feature!</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6011382, member: 14506"] Fighters should not have a unique wacky system all unto themselves. Why? It is simple, the system as thrown together now symbolizes their advanced training and is a BROAD understanding of fighting, but picking specific techniques from a vast array of techniques. I'll use the barbarian to contrast. The barbarian has 1 fighting technique - rage. Therefore, it can be specific to one class. The game designers can say rage is so specific that everyone who picks up this technique has to be a barbarian. However in the fighters instance the designers are saying, here are an immense number of special abilities representing basic fighting maneuvers that only the fighter has access to. It is a function of specific =/= generic. My biggest fear with the mechanic is damage bloat and as a consequence how that trickles into the system - HP, spell damage, sneak attack, etc. Sneak attack is +2d6 damage at 1st level as a direct consequence of the fighters +1d6 damage to all attacks. I say no. My preferred way to handle maneuvers is in the combat section. Allow them all to be used. Taking feats makes them better. This includes the rogues sneak attack feature! [/QUOTE]
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The case against Combat Superiority
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