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Truly Understanding the Martials & Casters discussion (+)
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<blockquote data-quote="Guest 7034872" data-source="post: 8547655"><p>You know, the more I think about this, the more I come around to your position, Vaalingrade. Simply giving Fighters and other blade-swingin' martials magical abilities would be dumb and even contrary to the whole point. The idea is to give Fighters important abilities that no one else gets to have, not to balance the classes out by giving everyone all the same stuff through various back-door systems.</p><p></p><p>My whole reason for noping out of Strixhaven earlier was because it gives healing abilities to wizards, which is a no-no as old as the game itself. Well, why was that such a big deal to me? It was a big deal because once we cross that line, I no longer have any decent answers I can give to a miffed player who comes to me and asks, <em>"So why do we even have Clerics or Druids anymore?"</em> The entire idea of character classes is that each one gets party-essential skills and abilities that other classes <em>flatly do not get</em>. My hunch is this is why so many old-timers have taken a disliking to 5e Bards: they get to do too much of everything.</p><p></p><p>Exactly. So even though I admit we're once again some distance from Asisreo's actual original question about all this stuff, here're a few notions I'm playing with--you tell me if this is the sort of thing you have in mind for what would help:</p><ol> <li data-xf-list-type="ol">You know that Battle Master maneuver, <em>Lunging Attack</em>? Seems a pretty weak one if you ask me. But suppose we strengthen it and rename it <em>"Desperate Lunge?"</em> Desperate Lunge would read <em>"When you make a melee weapon attack on your turn, you can expend one superiority die to triple the speed of your assault whereby any successful hit automatically becomes critical. Attacks against you will have advantage until your next turn, though."</em> I would use that if I were playing a Battle Master.</li> <li data-xf-list-type="ol">Feats like Martial Adept and Sentinel are really, really good (IMO). Fighters already gain extra ability score improvements much faster than other classes, which I figured were meant to enable some of these feats at a lower cost. But I think maybe the cost is still too high, so what if all Fighters (and maybe Barbarians) start right off with one of those two? And maybe they even get the other one (they choose which order) for free at a certain level. That might help.</li> <li data-xf-list-type="ol">And then for out-of-combat abilities, you could have Fighters gain automatic substantial bonuses on intimidation checks. I mean, it has never made a stitch of sense to me that lumbering, 7'-tall scarred bruisers with 5'-long greatswords on their backs get no special bonuses for intimidation. Heck, I'd give them advantage on all such checks as soon as they walked into the room.</li> </ol><p>Are these the sorts of things you have in mind?</p></blockquote><p></p>
[QUOTE="Guest 7034872, post: 8547655"] You know, the more I think about this, the more I come around to your position, Vaalingrade. Simply giving Fighters and other blade-swingin' martials magical abilities would be dumb and even contrary to the whole point. The idea is to give Fighters important abilities that no one else gets to have, not to balance the classes out by giving everyone all the same stuff through various back-door systems. My whole reason for noping out of Strixhaven earlier was because it gives healing abilities to wizards, which is a no-no as old as the game itself. Well, why was that such a big deal to me? It was a big deal because once we cross that line, I no longer have any decent answers I can give to a miffed player who comes to me and asks, [I]"So why do we even have Clerics or Druids anymore?"[/I] The entire idea of character classes is that each one gets party-essential skills and abilities that other classes [I]flatly do not get[/I]. My hunch is this is why so many old-timers have taken a disliking to 5e Bards: they get to do too much of everything. Exactly. So even though I admit we're once again some distance from Asisreo's actual original question about all this stuff, here're a few notions I'm playing with--you tell me if this is the sort of thing you have in mind for what would help: [LIST=1] [*]You know that Battle Master maneuver, [I]Lunging Attack[/I]? Seems a pretty weak one if you ask me. But suppose we strengthen it and rename it [I]"Desperate Lunge?"[/I] Desperate Lunge would read [I]"When you make a melee weapon attack on your turn, you can expend one superiority die to triple the speed of your assault whereby any successful hit automatically becomes critical. Attacks against you will have advantage until your next turn, though."[/I] I would use that if I were playing a Battle Master. [*]Feats like Martial Adept and Sentinel are really, really good (IMO). Fighters already gain extra ability score improvements much faster than other classes, which I figured were meant to enable some of these feats at a lower cost. But I think maybe the cost is still too high, so what if all Fighters (and maybe Barbarians) start right off with one of those two? And maybe they even get the other one (they choose which order) for free at a certain level. That might help. [*]And then for out-of-combat abilities, you could have Fighters gain automatic substantial bonuses on intimidation checks. I mean, it has never made a stitch of sense to me that lumbering, 7'-tall scarred bruisers with 5'-long greatswords on their backs get no special bonuses for intimidation. Heck, I'd give them advantage on all such checks as soon as they walked into the room. [/LIST] Are these the sorts of things you have in mind? [/QUOTE]
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