D&D General Vote Up a 5e-alike: Poll 6: Archetypes and Fighters/Warriors NOW WITH EXTREME FIRST DRAFT!

Lanefan

Victoria Rules
I did a bit of analysis based on various combat roles and how they might be built using the Styles and Maneuvers presented.

Overwhelmingly this build was is about 1 v 1 damage (20 features) along with some buffing/debuffing (15 features), Extra Attacks (10), normal Attack bonus (6). Suprisingly only 6 features boost AC, there are only 2 features that boost HP, 2 for Mobility and 2 for increased Range.
There are 0 features for Stealth attacks, Multi-target Area Effect attacks (eg Volley) or Battlefield control (Powerful shove is 1v 1 and only knocks back 10 ft)

ACHPAttackDamageExtra Attack MobilityRangeBuff/Debuff
Armor
Duelist/parry
Redirect
Whirlwind
Weaving Run
Ignore The Pain
parry
Accurate Attack:
Archer
Mounted Combat
Weapon-Thrower
Confusing blow
First strike
Archer
Dual-Weapon
Duelist
Maneuver Specialist
Mounted Combat
Polearm Fighting
Pugilism
Two-Handed
Weapon-Thrower
Weapon Specialization
Bleed Out:
Disarming
Doubleshot
Focus attention
Frightful
Lunge
Mighty blow
Opportunistic blow
Skillful
wildstrike
Dual-Weapon
Polearm Fighting
Extra Attack
Cleave
Manyshot
Parry
Quickfire
Reflect
Riposte
Wildstrike
First strike
Roll away
Archer
Lunge
Blind-fight
Bodyguard
Disabling
Disarming
Draw attention
Frightful
Grappling
Knock Off-Balance
Magebreaker
Mightyblow
Shove
Riposte
Skillful
Bleed out
Work together

basing the analysis on the following roles:
Soldier - High AC, Extra Attack
Brute - High Damage, High HP, Grapple
Defender - Reach, AC
Striker - Mobility, Damage
Artillery - Range
Command - Zone Buff/Debuffs
Blaster - Multi-target effects
Battlefield Control - Area control Mobility
Interesting summary.

Weaving Run should (also) be under "Mobility", shouldn't it? Ditto Mounted Combat?

Also, would other mobility enhancements fit in there e.g.: some sort of safe withdrawal maneuver; enhanced dash or sprint (but only while on a battlefield); something that allows rising from prone as a free action, and so forth?

I assume Archer here includes users of hand-thrown weapons e.g. spearmen or javelineers; you only list Weapon Thrower separately under "Damage" but it should probably appear everywhere Archer does..
 

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Tonguez

A suffusion of yellow
Weaving Run boost AC while you are moving, but doesnt actually enhance movement, so I determine it wasnt actually a mobility boost. Compare to Roll away which gives a 15 feet shift and no op atts - ie Weaving Run would really benefit if it negated opportunity attacks as well as the general AC boost. First strike gives a minor tactical bonus which increases mobility options so I put it in mobility

Weaving Run
:When you move, you can expend a maneuver die to add the number rolled to your AC. This bonus lasts until you stop moving.

Lanefan said:
Also, would other mobility enhancements fit in there e.g.: some sort of safe withdrawal maneuver; enhanced dash or sprint (but only while on a battlefield); something that allows rising from prone as a free action, and so forth?
Absolutely the ability to disengage as a bonus action, really anything that negates opportunity attacks, bonus move or dash, something like a tumble pass that allows a jump to space that you can see within 30ft, no opportunity attacks etc are all great options.

I probably should be more generous with Weapon thrower (its probably me getting stuck on the 20ft range being barely better than melee range)
 
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Faolyn

(she/her)
Actually, should I even keep the "advanced" maneuvers or just turn them into feats that have that maneuver as a prerequisite?
 

CreamCloud0

One day, I hope to actually play DnD.
Actually, should I even keep the "advanced" maneuvers or just turn them into feats that have that maneuver as a prerequisite?
keep them as maneuvres definitely IMO, dividing the methods used to obtain these abilities is a bad idea, itd be like asking a cleric to take a feat to improve turn undead into destroy undead.
 




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