thuter
Explorer
Is a "Duel" a specific event specified somewhere?
I do not have access to the GPG other than what is published on the A5E.tools website. But if it is specified anywhere, the GPG issue that published the maneuvers would be my guess.
Is a "Duel" a specific event specified somewhere?
i think perhaps letting fighters change their specialized maneuvers on a long (or maybe even short, at least at higher levels) rest could help with this.Don't get me wrong, I really like the CM system. It's just a problem of rewarding Fighters for sticking to a very narrow action pool, instead of rewarding them for embracing their enormous versatility. This leads to Fighters very rarely picking niche options for their specialization/combat maneuvers/fighting style because their selections are very limited, instead they will pick and boost the stuff that is useful most of the time, or just the strongest in general. They get access to any and all CM's in the game, can use all weapons to great effect, etc. So why make them select numerical bonuses for a very specific subset of them?
you know...i'm not sure it would. changes definitely, but a complete rework might not be necessary.Now, all this would require a complete Fighter rework so it is probably out of the picture, but a man can dream![]()
dueling is a specific subsystem introduced in GPG #23, yes.Thank you. GPG is where I originally quoted from.
Is a "Duel" a specific event specified somewhere?
you know...i'm not sure it would. changes definitely, but a complete rework might not be necessary.
As you said, stunned is one of the top conditions to inflict on an enemy, other thanyou would need to rewrite the selection of maneuvers for Fighters, rework Maneuver Specialization, as well as change many levels of class features to detail the exact benefits you gain at certain levels for each style.
Anything that pulls away from there has to be seen as somewhat equal value.Dead, Unconscious, Dominated and Paralyzed
Until the start of your next turn, the first creature you hit with a melee weapon attack gains the Rattled condition and makes a Constitution saving throw. On a failure, the target gains the Stunned condition until the end of your next turn. A creature that already has the Rattled condition automatically fails the saving throw.
So, just my experience from play, but changing Stunning Assault to failed Save -> rattled -> failed save -> stunned still makes it, at least from my players' perspective, worth using as often as possible.what about this change to Stunning Assault?
This. A lot of features that in o5E are a one and done choice, in LU can be "refocused" with a long rest.i think perhaps letting fighters change their specialized maneuvers on a long (or maybe even short, at least at higher levels) rest could help with this.
The point of adding "the first creature" is that you can't stun a creature more than once par turn, nor rattle more than one creature in a round. it works on only the first creature you target and if they save you don't get another shot at it until the following turn.So, just my experience from play, but changing Stunning Assault to failed Save -> rattled -> failed save -> stunned still makes it, at least from my players' perspective, worth using as often as possible.
I think you either need to go the full change, or make it only affect the attacks you make with the action.
I believe your proposed change would mean that hitting a creature twice would result in an auto-stun, regardless of save... That's, in a way, a buff to an already must-take maneuver.
My bad, didn't process that important part! But yeah, it's 3 pointsThe point of adding "the first creature" is that you can't stun a creature more than once par turn, nor rattle more than one creature in a round. it works on only the first creature you target and if they save you don't get another shot at it until the following turn.
I feel that's way more appropriate for a 2nd degree maneuver, though I misremembered the stamina cost as 2. at 3 my change is prolly too big a nerf.
Are we talking about making it so that they can only use maneuvers from one tradition at a time? So they'd have to switch traditions in the middle of a fight? Obviously this would be (like you said) a redesign of how maneuvers etc. work.This. A lot of features that in o5E are a one and done choice, in LU can be "refocused" with a long rest.
I'm not yet sure about maneuver specialization, but I'd 100% allow it with the fighting style.
If we're talking about (partial) re-design, I think that switching styles mid combat would be an interesting and IMO very thematic feature for a fighter. Also, having them either "add" compatible weapon properties to a given weapon that doesn't naturally have them (eg sticking "reach" to a longsword), or improve somehow the properties a weapon has is also a good direction.
If you put the two things together, you could have a very tactical gameplay where on a round to round basis you switch gear and fighting style