FormerlyHemlock
Hero
But they did.
Poe's Law strikes again!
But they did.
In the same way a Rogue's Actions are more Cunning than anyone else's, I guess. They had to come up with a features to differentiate it and names for them. "Samurai Power 3, sub-paragraph ii" wouldn't have the same ring.My main point wasn't about opportunity cost and game balance. I meant to talk about flavor. In what way is a Samurai's "Fighting Spirit" superior to anyone else's?
That sounds pretty similar to barbarian rage...What justifies resistance to weapon damage and advantage on all attacks?
Sounds like garden-variety power creep. If all the various sub-classes we've been getting ran off CS dice & Maneuvers and some/most/all of those Maneuvers were being added to the BM's list (the way Bladesinger Cantrips became available to other sub-classes), it wouldn't be /as/ bad (it'd still be bad because the BM gets so few maneuvers, so the superior ones would quickly crowd out everything else, of course).There's a judgment call involved of course, because there's a wide range of battlemaster maneuvers available and they all do different things. But if you do the math it's hard to find a scenario where battlemaster maneuvers are better than auto-advantage plus resistance to damage.
I would not want them swapped. As a player, at level 3 I would want fighting spirit rather than an ability that requires me to get the ---- kicked out of me before I can use it.
Thanks for the feedback. Here's a followup question: suppose you were playing in a game and the DM doesn't offer the UA Samurai because he thinks it's bloat/power creep, but he does offer the UA Samurai with the two abilities swapped. Would you ever play a Samurai, or would you stick with PHB Fighters?
I would stick to the PHB fighter subclasses. Both the champion and the battlemaster gain something worth having at level 3. The fighter gains a passive increase to his critical threat range, the battlemaster gains superiority dice. Strength before Death is reactive and I feel doesn't fit well as an entry level ability for a subclass. I want an ability that actively helps me fulfil my role as a warrior in battle rather than a reactive ability that requires me to take a hit that will reduce me to 0 before using.
Edit: I hope that explains it, I feel like I'm having a bit of trouble finding the right words for my explanation.
I would stick to the PHB fighter subclasses. Both the champion and the battlemaster gain something worth having at level 3. The fighter gains a passive increase to his critical threat range, the battlemaster gains superiority dice. Strength before Death is reactive and I feel doesn't fit well as an entry level ability for a subclass. I want an ability that actively helps me fulfil my role as a warrior in battle rather than a reactive ability that requires me to take a hit that will reduce me to 0 before using.
Edit: I hope that explains it, I feel like I'm having a bit of trouble finding the right words for my explanation.
Yeah, that's why they don't do that.If all the various sub-classes we've been getting ran off CS dice & Maneuvers and some/most/all of those Maneuvers were being added to the BM's list (the way Bladesinger Cantrips became available to other sub-classes), it wouldn't be /as/ bad (it'd still be bad because the BM gets so few maneuvers, so the superior ones would quickly crowd out everything else, of course).
Thanks. If most people feel like you do, then it's probably a bit too much of a nerf. On the other hand, it sounds like you'd be happy with something about as strong as the Champion's expanded crit range (which is extraordinarily weak). So we could probably replace Fighting Spirit with something like "increase the damage you deal with any non-heavy weapon by one die size, to a maximum of d12". That's a lot stronger than the Champion ability, but still much weaker than the UA Fighting Spirit.