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The Fighter Battlemaster Maneuvers
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<blockquote data-quote="DaviMMS" data-source="post: 7140977" data-attributes="member: 6871301"><p>Now,going back to the focus of the thread,</p><p></p><p>I think the best way to start would be putting valuing the best ones.</p><p></p><p>My opinion is</p><p></p><p>Good ones (Needs no changes)</p><p>Menacing, Precise, Commander (kind of niche but pretty good with the right party), Riposte, Trip</p><p></p><p>Average Ones (Minor Buffs needed)</p><p>Distracting</p><p></p><p>Feinting (Make it only usable on the first attack of the turn but do not use your bonus action)</p><p></p><p>Goading (It is not bad by itself but is overshadowed by Menacing. Maybe enemies adjacent to the target also have to make the save)</p><p></p><p>Maneuvering</p><p></p><p>Parry (Make it useful for anyone. damage reduced by twice the SD and remove the dex mod)</p><p></p><p>Pushing</p><p></p><p>Rally</p><p></p><p>Distracting</p><p></p><p>Evasive</p><p></p><p>Bad Ones (Huge buffs needed)</p><p>Lunging</p><p></p><p>Disarming (The problem with it is not the maneuver, but the enemy being able to just pick his weapon on the ground with no penalty it it hits. It should make the weapon fly a few feet away, maybe superiority dice x 2 feet, odd numbers make weapon fly to the right, and even numbers make it fly to the left.)</p><p></p><p>Sweeping ( Change it to</p><p>When you hit with an attack, choose another creature within 5 feet of your original target and within your reach. Roll a d20+your SD. If the result is higher than the targets AC, the damage of the attack is dealt to both targets)</p><p></p><p>This is what comes to my mind reading the list without further though.</p><p></p><p>(Sorry for double posting. I have no idea of how to quote 2 people on the phone app)</p><p></p><p>Sent from my SM-G900M using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="DaviMMS, post: 7140977, member: 6871301"] Now,going back to the focus of the thread, I think the best way to start would be putting valuing the best ones. My opinion is Good ones (Needs no changes) Menacing, Precise, Commander (kind of niche but pretty good with the right party), Riposte, Trip Average Ones (Minor Buffs needed) Distracting Feinting (Make it only usable on the first attack of the turn but do not use your bonus action) Goading (It is not bad by itself but is overshadowed by Menacing. Maybe enemies adjacent to the target also have to make the save) Maneuvering Parry (Make it useful for anyone. damage reduced by twice the SD and remove the dex mod) Pushing Rally Distracting Evasive Bad Ones (Huge buffs needed) Lunging Disarming (The problem with it is not the maneuver, but the enemy being able to just pick his weapon on the ground with no penalty it it hits. It should make the weapon fly a few feet away, maybe superiority dice x 2 feet, odd numbers make weapon fly to the right, and even numbers make it fly to the left.) Sweeping ( Change it to When you hit with an attack, choose another creature within 5 feet of your original target and within your reach. Roll a d20+your SD. If the result is higher than the targets AC, the damage of the attack is dealt to both targets) This is what comes to my mind reading the list without further though. (Sorry for double posting. I have no idea of how to quote 2 people on the phone app) Sent from my SM-G900M using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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