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General Tabletop Discussion
*Dungeons & Dragons
The Fighter/Martial Problem (In Depth Ponderings)
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<blockquote data-quote="ECMO3" data-source="post: 9183191" data-attributes="member: 7030563"><p>I am not talking about the feat, although that is available too. Superior Technique is a fighting style available to any fighter and as I said it is the most common one I take when I play a fighter (with Defense being second and Archery being a distant third)</p><p></p><p></p><p></p><p></p><p>Then they probably picked a bad maneuver. 1 use every short rest is nominally 1 use every 6-7 rounds of combat if you play 2 battles per short rest. If you play fewer fights then that it is more.</p><p></p><p>It is difficult to comment specifically because I don't know the build of the player, but on a Ranged fighter Menacing attack is the bees knees, on an EK quick toss is awesome (for the same reason noted on an Arcane Trickster above and because you can use it to finish nearly dead enemies without waiting a turn), on a GWM melee build precision or commanders strike are both great.</p><p></p><p>The great thing about commanders strike on a GWM build is you use it when you can't easily get into melee position in the opening round of combat when you can't close. So you throw your one javelin and then you have your Rogue take an off-turn sneak attack, without CS you would usually only be making a single attack in those circumstances. It is also great when you down someone, have an attack left and can't make it to the next enemy. </p><p></p><p>On a Rune Knight grappling strike is pretty awesome letting you grapple giants and dragons and similar without an action.</p><p></p><p>What makes it ST good though is you can get the maneuver and then get a subclass with better abilities than a Battlemaster. You are not stuck being a battlemaster for them.</p><p></p><p></p><p></p><p>Yes it is awesome! Control is almost always more effective than damage. Being able to frighten one enemy once every other battle (more often in most games) will usually eliminate an entire enemy attack action on a failed save.</p><p></p><p>The only other fighting style that is as effective generally IMO is defense and only then if you are really making a very high AC build and your table sticks to 2 fights per short rest. Archery can boost damage a lot if you also get the Sharpshooter, but then you need to get the feat too, giving up an ASI or another feat. Going Arcane Archer for curving shot is going to boost it more than Archery FS will.</p><p></p><p></p><p>I did not say they were a buff for all fighters, I said they are available to all fighters. You can call that wonky, but it is factually true.</p><p></p><p></p><p></p><p>As I noted in my post.</p><p></p><p></p><p></p><p>This is also true, but when I expand the discussion to include feats the typical response is they don't count because they are optional.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9183191, member: 7030563"] I am not talking about the feat, although that is available too. Superior Technique is a fighting style available to any fighter and as I said it is the most common one I take when I play a fighter (with Defense being second and Archery being a distant third) Then they probably picked a bad maneuver. 1 use every short rest is nominally 1 use every 6-7 rounds of combat if you play 2 battles per short rest. If you play fewer fights then that it is more. It is difficult to comment specifically because I don't know the build of the player, but on a Ranged fighter Menacing attack is the bees knees, on an EK quick toss is awesome (for the same reason noted on an Arcane Trickster above and because you can use it to finish nearly dead enemies without waiting a turn), on a GWM melee build precision or commanders strike are both great. The great thing about commanders strike on a GWM build is you use it when you can't easily get into melee position in the opening round of combat when you can't close. So you throw your one javelin and then you have your Rogue take an off-turn sneak attack, without CS you would usually only be making a single attack in those circumstances. It is also great when you down someone, have an attack left and can't make it to the next enemy. On a Rune Knight grappling strike is pretty awesome letting you grapple giants and dragons and similar without an action. What makes it ST good though is you can get the maneuver and then get a subclass with better abilities than a Battlemaster. You are not stuck being a battlemaster for them. Yes it is awesome! Control is almost always more effective than damage. Being able to frighten one enemy once every other battle (more often in most games) will usually eliminate an entire enemy attack action on a failed save. The only other fighting style that is as effective generally IMO is defense and only then if you are really making a very high AC build and your table sticks to 2 fights per short rest. Archery can boost damage a lot if you also get the Sharpshooter, but then you need to get the feat too, giving up an ASI or another feat. Going Arcane Archer for curving shot is going to boost it more than Archery FS will. I did not say they were a buff for all fighters, I said they are available to all fighters. You can call that wonky, but it is factually true. As I noted in my post. This is also true, but when I expand the discussion to include feats the typical response is they don't count because they are optional. [/QUOTE]
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The Fighter/Martial Problem (In Depth Ponderings)
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