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Vote Up a 5e-Alike: Fighter Draft 2, plus Archetypes (and a poll)
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<blockquote data-quote="Faolyn" data-source="post: 9195681" data-attributes="member: 6915329"><p><span style="color: rgb(65, 168, 95)"><strong><span style="font-size: 18px">Let's reduce the number of maneuvers</span></strong></span></p><p>Since yes, there are far too many. The following maneuvers (with abbreviated descriptions) let you add your maneuver die to your damage roll and we don't need all of them. I'm currently ignoring the maneuvers that are sub-maneuvers of one that doesn't give you that damage bonus (like Read Opponent, which has Assessment as a pre-req). Which of these maneuvers should be kept, which can be removed entirely, and which can turned into a sub-maneuver.</p><p></p><p><strong>Charge:</strong> Take Dash as a bonus action, make an attack and add maneuver die to damage. Has two sub-maneuvers, one of which allows you to inflict your maneuver die on the creatures you trample as you charge past them.</p><p></p><p><strong>Cleave:</strong> Add maneuver die to damage roll and make another attack against a second creature.</p><p></p><p><strong>Confusing Blow:</strong> Add maneuver die to damage roll and either give an ally advantage on its next attack against the creature or cause the creature to have disad on its next attack (until start of your next turn).</p><p></p><p><strong>Disarming Strike:</strong> Add maneuver die to damage roll and force target to make a Reflexes save or drop an object that it is holding.</p><p></p><p><strong>Doubleshot:</strong> Fire two missiles/pieces of ammo with one attack roll. If you hit, you roll damage die twice and add maneuver die. One of its sub-maneuver, Manyshot, allows you to roll damage dice three times and add maneuver, spreading the dice among either one or two targets.</p><p></p><p><strong>Doublestrike:</strong> Attack with two weapons with one attack roll. If you hit, you roll damage die twice and add maneuver die.</p><p></p><p><strong>Drive Back:</strong> Add maneuver die to damage roll and force target to make a Fortitude save or you and the target move up to half your speed in a direction of your choice. <span style="color: rgb(44, 130, 201)">I think this is redundant with Powerful Shove.</span></p><p></p><p><strong>Focus Their Attention:</strong> Add maneuver die to damage roll and force target to make a Will save or it has disad on attacks made against targets other than you. Its sub-maneuver, Draw Attention, lets your ally make an attack and add half the maneuver die to their damage roll.</p><p></p><p><strong>Frightful Attack:</strong> Add maneuver die to damage roll and force target to make a Will save or become frightened of you until the end of your next turn.</p><p></p><p><strong>Lunge:</strong> Add maneuver die to damage roll and increase your reach by 5 feet.</p><p></p><p><strong>Make Them Fall:</strong> If a creature misses on an opportunity attack against you, you can expend a maneuver die and force it to make a Reflexes save or fall prone, and you can then use your reaction to attack and add maneuver die to damage roll. <span style="color: rgb(44, 130, 201)">I think maybe I should get rid of this one, because it's so circumstantial.</span></p><p></p><p><strong>Mighty Blow:</strong> Add maneuver die to damage roll and force target to make a Fortitude save or have its speed reduced to 0.</p><p></p><p><strong>Opportunistic Blow:</strong> Add maneuver die to damage of opportunity attack. <span style="color: rgb(44, 130, 201)">I just realized that if maneuvers aren't limited to being usable only on your turn, then this isn't necessary--when you make an opportunity attack, you can just use a maneuver.</span></p><p></p><p><strong>Powerful Shove:</strong> Add maneuver die to damage roll and force target to make a Fortitude save or either be pushed 15 feet away or fall prone. <span style="color: rgb(44, 130, 201)">Perhaps Mighty Blow should be a sub-maneuver of this one. </span></p><p><strong> </strong></p><p><strong>Quickfire:</strong> Add maneuver die to damage roll of either a missile weapon or a thrown weapon; can draw ammo/weapon as part of attack.</p><p></p><p><strong>Ranged Opportunity Attack:</strong> Add maneuver die to damage roll of a ranged attack. <span style="color: rgb(44, 130, 201)">This could be a sub-maneuver of Quickfire. Or vice versa.</span></p><p></p><p><strong>Riposte:</strong> When attacked and missed, use reaction to spend maneuver die to attack that creature, add maneuver die to damage roll. </p><p></p><p><strong>Skillful Feint:</strong> Use bonus action to expend maneuver die to gain advantage on attack roll against a creature, add maneuver die to damage roll. <span style="color: rgb(44, 130, 201)">Is this redundant with Confusing Blow?</span></p><p></p><p><strong>Sniper:</strong> Make Stealth check, use bonus action to expend maneuver die to make a ranged attack and add maneuver die to damage roll.</p><p></p><p><strong>Tactical Orders:</strong> Use bonus die to direct ally to attack, add maneuver die to their damage roll. <span style="color: rgb(44, 130, 201)">This probably needs a sub-maneuver allowing you to give this ability to multiple allies.</span></p><p><strong> </strong></p><p><strong>Target Enemy:</strong> Add maneuver die to attack rolls against a specific type of creature; sub-maneuver also lets you add maneuver die to damage rolls at same time. <span style="color: rgb(44, 130, 201)">Maybe I should get rid of this maneuver altogether and simply create a Monster Hunter archetype.</span></p><p></p><p><strong>Throw Object:</strong> Throw non-weapon objects for d6 damage, add maneuver die to damage roll.</p><p></p><p><strong>Trick Shot:</strong> Ignore non-total cover when making a ranged attack, add maneuver die to damage roll.</p><p></p><p><strong>Wildstrike:</strong> If you hit with all available attacks, expend maneuver die to make additional attack, add maneuver die to damage roll.</p><p></p><p><strong>Work Together:</strong> Choose a target, next ally that makes a melee attack against it adds maneuver die their damage roll.</p><p></p><p>---</p><p></p><p>Anyway. Thoughts on which maneuvers to remove or combine?</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9195681, member: 6915329"] [COLOR=rgb(65, 168, 95)][B][SIZE=5]Let's reduce the number of maneuvers[/SIZE][/B][/COLOR] Since yes, there are far too many. The following maneuvers (with abbreviated descriptions) let you add your maneuver die to your damage roll and we don't need all of them. I'm currently ignoring the maneuvers that are sub-maneuvers of one that doesn't give you that damage bonus (like Read Opponent, which has Assessment as a pre-req). Which of these maneuvers should be kept, which can be removed entirely, and which can turned into a sub-maneuver. [B]Charge:[/B] Take Dash as a bonus action, make an attack and add maneuver die to damage. Has two sub-maneuvers, one of which allows you to inflict your maneuver die on the creatures you trample as you charge past them. [B]Cleave:[/B] Add maneuver die to damage roll and make another attack against a second creature. [B]Confusing Blow:[/B] Add maneuver die to damage roll and either give an ally advantage on its next attack against the creature or cause the creature to have disad on its next attack (until start of your next turn). [B]Disarming Strike:[/B] Add maneuver die to damage roll and force target to make a Reflexes save or drop an object that it is holding. [B]Doubleshot:[/B] Fire two missiles/pieces of ammo with one attack roll. If you hit, you roll damage die twice and add maneuver die. One of its sub-maneuver, Manyshot, allows you to roll damage dice three times and add maneuver, spreading the dice among either one or two targets. [B]Doublestrike:[/B] Attack with two weapons with one attack roll. If you hit, you roll damage die twice and add maneuver die. [B]Drive Back:[/B] Add maneuver die to damage roll and force target to make a Fortitude save or you and the target move up to half your speed in a direction of your choice. [COLOR=rgb(44, 130, 201)]I think this is redundant with Powerful Shove.[/COLOR] [B]Focus Their Attention:[/B] Add maneuver die to damage roll and force target to make a Will save or it has disad on attacks made against targets other than you. Its sub-maneuver, Draw Attention, lets your ally make an attack and add half the maneuver die to their damage roll. [B]Frightful Attack:[/B] Add maneuver die to damage roll and force target to make a Will save or become frightened of you until the end of your next turn. [B]Lunge:[/B] Add maneuver die to damage roll and increase your reach by 5 feet. [B]Make Them Fall:[/B] If a creature misses on an opportunity attack against you, you can expend a maneuver die and force it to make a Reflexes save or fall prone, and you can then use your reaction to attack and add maneuver die to damage roll. [COLOR=rgb(44, 130, 201)]I think maybe I should get rid of this one, because it's so circumstantial.[/COLOR] [B]Mighty Blow:[/B] Add maneuver die to damage roll and force target to make a Fortitude save or have its speed reduced to 0. [B]Opportunistic Blow:[/B] Add maneuver die to damage of opportunity attack. [COLOR=rgb(44, 130, 201)]I just realized that if maneuvers aren't limited to being usable only on your turn, then this isn't necessary--when you make an opportunity attack, you can just use a maneuver.[/COLOR] [B]Powerful Shove:[/B] Add maneuver die to damage roll and force target to make a Fortitude save or either be pushed 15 feet away or fall prone. [COLOR=rgb(44, 130, 201)]Perhaps Mighty Blow should be a sub-maneuver of this one. [/COLOR] [B] Quickfire:[/B] Add maneuver die to damage roll of either a missile weapon or a thrown weapon; can draw ammo/weapon as part of attack. [B]Ranged Opportunity Attack:[/B] Add maneuver die to damage roll of a ranged attack. [COLOR=rgb(44, 130, 201)]This could be a sub-maneuver of Quickfire. Or vice versa.[/COLOR] [B]Riposte:[/B] When attacked and missed, use reaction to spend maneuver die to attack that creature, add maneuver die to damage roll. [B]Skillful Feint:[/B] Use bonus action to expend maneuver die to gain advantage on attack roll against a creature, add maneuver die to damage roll. [COLOR=rgb(44, 130, 201)]Is this redundant with Confusing Blow?[/COLOR] [B]Sniper:[/B] Make Stealth check, use bonus action to expend maneuver die to make a ranged attack and add maneuver die to damage roll. [B]Tactical Orders:[/B] Use bonus die to direct ally to attack, add maneuver die to their damage roll. [COLOR=rgb(44, 130, 201)]This probably needs a sub-maneuver allowing you to give this ability to multiple allies.[/COLOR] [B] Target Enemy:[/B] Add maneuver die to attack rolls against a specific type of creature; sub-maneuver also lets you add maneuver die to damage rolls at same time. [COLOR=rgb(44, 130, 201)]Maybe I should get rid of this maneuver altogether and simply create a Monster Hunter archetype.[/COLOR] [B]Throw Object:[/B] Throw non-weapon objects for d6 damage, add maneuver die to damage roll. [B]Trick Shot:[/B] Ignore non-total cover when making a ranged attack, add maneuver die to damage roll. [B]Wildstrike:[/B] If you hit with all available attacks, expend maneuver die to make additional attack, add maneuver die to damage roll. [B]Work Together:[/B] Choose a target, next ally that makes a melee attack against it adds maneuver die their damage roll. --- Anyway. Thoughts on which maneuvers to remove or combine? [/QUOTE]
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