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Thoughts on Improving Martials
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<blockquote data-quote="Shiroiken" data-source="post: 8316418" data-attributes="member: 6775477"><p>The issue IMO is that giving tactical options to martials while still providing damage will unbalance them against casters. If your group uses fewer than 6-8 encounters per long rest (which is very common, but outside of the game design), then adding these boosts helps to rebalance martials with casters. If you play as expected, however, you instead unbalance the two. The concept of allowing reduced damage with effects would be a good option for the second case, as the player can decide if the effect is worth the loss of damage.</p><p></p><p>I'll be honest, I miss the martial and skill dice from the early playtests. For those of you who don't know, fighters got a martial die that refreshed every round with various combat maneuvers that could be done with them. Rogue got a small die that was primarily used for ability checks, but also for a few combat manuevers like sneak attack. Eventually these ideas were tossed, replaced by the Battlemaster subclass and Expertise. </p><p></p><p>If you can find a copy of that playtest packet (which I've long lost), this might be the best method to achieve what the OP is looking for, adding a rage die, and ki die (plus possibly righteousness die and explorer's die if you want to boost Paladins and Rangers). Obviously you want to give enough distinct mauvers between them to avoid stepping on toes.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8316418, member: 6775477"] The issue IMO is that giving tactical options to martials while still providing damage will unbalance them against casters. If your group uses fewer than 6-8 encounters per long rest (which is very common, but outside of the game design), then adding these boosts helps to rebalance martials with casters. If you play as expected, however, you instead unbalance the two. The concept of allowing reduced damage with effects would be a good option for the second case, as the player can decide if the effect is worth the loss of damage. I'll be honest, I miss the martial and skill dice from the early playtests. For those of you who don't know, fighters got a martial die that refreshed every round with various combat maneuvers that could be done with them. Rogue got a small die that was primarily used for ability checks, but also for a few combat manuevers like sneak attack. Eventually these ideas were tossed, replaced by the Battlemaster subclass and Expertise. If you can find a copy of that playtest packet (which I've long lost), this might be the best method to achieve what the OP is looking for, adding a rage die, and ki die (plus possibly righteousness die and explorer's die if you want to boost Paladins and Rangers). Obviously you want to give enough distinct mauvers between them to avoid stepping on toes. [/QUOTE]
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Thoughts on Improving Martials
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