I don't know of any. The maneuvers are not designed with any sort of level-gating or stratification in mind, so they don't lend themselves to it at all well. The better maneuvers tend to be better, situationally, for instance, rather than strictly. They're all designed to be reasonably acceptable for a third level PC to have, along-side martial ability that the BM shares with the EK, who gets 1st level spells at the same time.Do you know of any good effort to stratify or tier these manuevers.
So that any given Battlemaster needs to pick some of the less good manuevers and not just the best ones over and over?
Probably would require more maneuvers, better maneuvers, and further refining the system, so that 'higher level' maneuvers are less available in play, as well as their acquisition delayed.Adding a level requirement might be the first solution that comes to mind, but that has the drawback that every low-level Battlemaster has now been nerfed, and that every high-level one will still pick the best ones.
Pre-requisite 'trees' like feats in 3e? It was a nice idea but it led to frustratingly late-blooming 'builds.' I suppose if we want the BM to be a 3.5-style-supporting system-mastery-required class - but then, might as go all the way and have a bonus-feat-heavy sub-class.Making them depend on each other is probably a better solution.
They already have a CS die cost. If you put them into only a few strata, by Tier or roughly corresponding to the spell levels the EK gets, you might have some cost more CS dice, or, instead of getting bigger CS dice as he levels, the BM could get /more/ and bigger dice, while retaining the smaller dice - the more powerful maneuvers only work with the bigger dice, the lesser ones can use any die.Or, we assign a cost to every Maneuver, and say you have a number of points equal to your level to spend, say.
So far they've completely avoided the issue by never publishing another maneuver. It seems like an odd thing to get hung up on. Casters share most spells across class boundaries, why would different fighter sub-classes sharing most maneuvers be an issue?The designers themselves have conceded it makes it very hard to create new Fighter subclasses when the Battlemaster can just pick the best maneuvers every time. I guess I have given up hope they'll ever act on this and issue official errata preventing this.
The Warlord (and if we can't even mention it for fear of overwhelming h4ter bigotry destroying the thread, the forum doesn't deserve to exist, anyway), would never fit into the fighter chassis as a sub-class, anyway.You forgot at least oneCan't mention it because it will then require not only a subclass, but an entire sub-forum
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More & better maneuvers could maybe open up more viable builds?I think a better solution would be to make all of the choices compelling. If there are some that are never picked, give them a boost. (Great place for an ENWorld poll.) Though right now I see most fighter-melee builds that are GWM or Polearm Mastery focused, so that might already be pulling towards making some more common.
An option does not needs to be good for every single build to be good. Sharpshooter does not applies to melee builds, but is an option that people often complain as overpowered in these forums.So how useful is one of your faves, Riposte, to an archer? How often is another of your faves, Menacing, useful in an adventure where you regularly face creatures with immunity to fear?
Your unequivocations were glaring enough for me to feel like pointing them out. So maybe don't sound so adamant, and authoritative, when talking about subjective topics? Just a suggestion... <shrug>
Hmm. I'd toyed with the idea of re-training maneuvers during downtime.I've been halfway tempted to just let the Battlemaster learn all of their maneuvers at level 3.
What would be wrong with letting all sub-classes (with CS dice) learn any maneuver? The BM could choose any, other classes could have some defined and some they choose, or have a particular advantage with certain maneuvers. Or, on the other extreme, why couldn't new sub-classes introduce new maneuvers, some of which remain unique to their maneuver list, which, in turn, does not include all BM maneuvers?There's really nothing we can do about the Fighter/Battlemaster/Champion officially now... the game is out and the BM keeps the Maneuver system open wide. So attempts to make Fighter subclasses that keep Manuevers partially closed (by picking and choosing specific maneuvers based upon the subclass's theme) invariably are going to be looked upon as weaker than the BM that can choose any and all.
Agreed. It's a largely pointless discussion unless you have access to a time machine or are writing a replacement fighter.There's really nothing we can do about the Fighter/Battlemaster/Champion officially now... the game is out and the BM keeps the Maneuver system open wide.
Now you're getting it.An option does not needs to be good for every single build to be good. Sharpshooter does not applies to melee builds, but is an option that people often complain as overpowered in these forums.
And anything can be made useless depending on the campaign.
Fireball is useless on a demon or devil themed campaign.
Hypnotic Pattern is useless when enemies are immune to charm.
Having situations were it is useless applies to any ability of the game.
What you need to see how often you really expect those situations on your game.
You should build a spreadsheet to factor in all the possible variables. Then you could tout your newly confirmed "proof".A major difference we can easily see between these two maneuvers (Menacing and Lunging) is that, the 1st is useful unless certain specific conditions (not very common ones IMX) happen, while the other is only useful in certain specific conditions happen (Not very common ones IMX), and has questionable uses outside those situations.
I love that, nowhere in your analysis, do we even broach the notion that a maneuver like menacing might not fit a plethora of character concepts. In some cases anathema to a character's particular personality. But then, certain playstyles don't bother with such inconsequential minutia, amIright? Take the thing the spreadsheet tells you to take and be happy knowing you are winning D&D.Both use the same resources and one is widely applicable while the other is extremely specific.
That's weird. I was almost positive I had already given at least one quick party composition idea where lunging could be put to decent use. I realize it was a quick, off-the-top-of-my-head example. But I was sure it was there somewhere.Of course a DM can make that needind +5 extra reach is more often important, but in that situation we would probably see more people tanking ranged weapons or polearms instead of taking the lunging maneuver.
I humbly recommend you take a moment to go back and re-read what your post actually said. Rather than what you think you wrote. Let me know your thoughts on how your thoughts were presented. Let me know if they come across as opinions, or instead as sweeping facts that everyone should just accept as gospel. Its cool if you'd rather not. I get it. Are we done here?So the problem is that you think I am being too assertive with my comments?
I think that it has more to do with the tone you're giving my text on your mind than what I actually wrote and my intention was never to sound "...adamant and authoritative..."