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General Tabletop Discussion
*Dungeons & Dragons
The Fighter Battlemaster Maneuvers
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<blockquote data-quote="DEFCON 1" data-source="post: 7141334" data-attributes="member: 7006"><p>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. You would have to add additional subclass features on top of the specially-selected maneuvers to make up for the loss of maneuver selection, and they would have to be better enough that a Fighter player would be okay giving the straight BM's option up. Thus far, the ones they've given us in UA (the Cavalier, the Scout, the Monster Hunter etc.) I don't believe have accomplished that.</p><p></p><p>At this point, really the only way to "fix" the issue (assuming it's an issue you feel needs fixing) is to create more of these specialized subclasses like the Cavalier and Scout, and then completely remove the Battlemaster as an option after that. This way, every Fighter subclass that uses maneuvers has a small selection that is theirs, and the person designing them can make sure the four(?) maneuvers they get are balanced against the other subclasses they make. And no one subclass will get all the "good ones" (whatever the designer feels those good ones to be.)</p><p></p><p>That's mainly what I'm trying to put together for my potential next campaign, and I'm curious to see if I can pull it off.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7141334, member: 7006"] 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. You would have to add additional subclass features on top of the specially-selected maneuvers to make up for the loss of maneuver selection, and they would have to be better enough that a Fighter player would be okay giving the straight BM's option up. Thus far, the ones they've given us in UA (the Cavalier, the Scout, the Monster Hunter etc.) I don't believe have accomplished that. At this point, really the only way to "fix" the issue (assuming it's an issue you feel needs fixing) is to create more of these specialized subclasses like the Cavalier and Scout, and then completely remove the Battlemaster as an option after that. This way, every Fighter subclass that uses maneuvers has a small selection that is theirs, and the person designing them can make sure the four(?) maneuvers they get are balanced against the other subclasses they make. And no one subclass will get all the "good ones" (whatever the designer feels those good ones to be.) That's mainly what I'm trying to put together for my potential next campaign, and I'm curious to see if I can pull it off. [/QUOTE]
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The Fighter Battlemaster Maneuvers
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