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General Tabletop Discussion
*Dungeons & Dragons
The Fighter Battlemaster Maneuvers
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<blockquote data-quote="Blue" data-source="post: 7141077" data-attributes="member: 20564"><p>I'm not sure this solves the issue, adn might have the opposite of what you want. It sounds like there are two cases to what you are suggesting:</p><p></p><p>Case 1: The BM will still be able to get "enough" of the good maneuvers that they will use them and just ignore the sub-optimal ones. This will likely happen as they level up. In this case, there is no play change over current.</p><p></p><p>Case 2: The BM will only have one or two "go to maneuvers" and some others. This would more likely happen early on. I can see a lot of players going for the most generally applicable good maneuvers first so that they can use them a lot. This will end up tightening the picks of the used maneuvers even more than now, so there will be even less variety.</p><p></p><p>Now, this is positing "generically" more and less useful maneuvers like would be needed to rank them. That isn't always true - a GWM BW may get more utility from Precision then a two weapon fighter. But that's somewhat immaterial.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Blue, post: 7141077, member: 20564"] I'm not sure this solves the issue, adn might have the opposite of what you want. It sounds like there are two cases to what you are suggesting: Case 1: The BM will still be able to get "enough" of the good maneuvers that they will use them and just ignore the sub-optimal ones. This will likely happen as they level up. In this case, there is no play change over current. Case 2: The BM will only have one or two "go to maneuvers" and some others. This would more likely happen early on. I can see a lot of players going for the most generally applicable good maneuvers first so that they can use them a lot. This will end up tightening the picks of the used maneuvers even more than now, so there will be even less variety. Now, this is positing "generically" more and less useful maneuvers like would be needed to rank them. That isn't always true - a GWM BW may get more utility from Precision then a two weapon fighter. But that's somewhat immaterial. 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. [/QUOTE]
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