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[+]What does your "complex fighter" look like?
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<blockquote data-quote="Celebrim" data-source="post: 8764183" data-attributes="member: 4937"><p>I'm pretty happy with the Battlemaster design overall, but I prefer a design where you start out each combat with a small amount of Superiority die (1 initially) and you gain a Superiority die each round of the combat that you don't use one provided certain other things don't apply (you aren't fatigued, for example). This among other things gets around short rest based resources making classes easier to balance with each other and it doesn't depend as much on pacing where the class plays very differently if you get in 1 fight per day or 6 fights per day.</p><p></p><p>For the most part to me the Battlemaster manages to get maneuvers that don't feel particularly spell like. They have a clear in fiction explanation that relies on mundane skill, and when that skill would be contested it is (opponent's for example get a saving throw to resist). To me that's pretty strong verisimilitude. The list is probably expandable. As an off the top of my head example, "Beatdown: If you have already struck an opponent with an attack this round, you may declare your next attack is a Beatdown maneuver by expending a superiority die. The the next attack you make in the same round hits, you may add your superiority die to the damage inflicted." </p><p></p><p>I'd prefer the ability to be cool started at 1st level rather than waiting until 3rd. I'd also as a personal preference prefer you couldn't unlearn a known maneuver, because it doesn't really fit the fiction if the guy was known for something an hour a go and suddenly he forgot how to do it. Instead, to provide versatility, I'd have a mechanic where you could spend 2 die to use any maneuver on the list you didn't know. You essentially know everything, it's just you are more practiced at some of it than others.</p><p></p><p>I'm not sure how I feel about the bigger superiority die. I see why it is necessary in the original design, but I'm tempted to want a design that instead as you reach certain levels allows you to spend multiple dice on the same maneuver. </p><p></p><p>That doesn't I think fix everything I'd go about fixing though. I think there are some inherent problems with the bounded accuracy and advantage mechanics when it comes to skill, and skills in 5e (and all editions to a lesser extent) really need some rethinking.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8764183, member: 4937"] I'm pretty happy with the Battlemaster design overall, but I prefer a design where you start out each combat with a small amount of Superiority die (1 initially) and you gain a Superiority die each round of the combat that you don't use one provided certain other things don't apply (you aren't fatigued, for example). This among other things gets around short rest based resources making classes easier to balance with each other and it doesn't depend as much on pacing where the class plays very differently if you get in 1 fight per day or 6 fights per day. For the most part to me the Battlemaster manages to get maneuvers that don't feel particularly spell like. They have a clear in fiction explanation that relies on mundane skill, and when that skill would be contested it is (opponent's for example get a saving throw to resist). To me that's pretty strong verisimilitude. The list is probably expandable. As an off the top of my head example, "Beatdown: If you have already struck an opponent with an attack this round, you may declare your next attack is a Beatdown maneuver by expending a superiority die. The the next attack you make in the same round hits, you may add your superiority die to the damage inflicted." I'd prefer the ability to be cool started at 1st level rather than waiting until 3rd. I'd also as a personal preference prefer you couldn't unlearn a known maneuver, because it doesn't really fit the fiction if the guy was known for something an hour a go and suddenly he forgot how to do it. Instead, to provide versatility, I'd have a mechanic where you could spend 2 die to use any maneuver on the list you didn't know. You essentially know everything, it's just you are more practiced at some of it than others. I'm not sure how I feel about the bigger superiority die. I see why it is necessary in the original design, but I'm tempted to want a design that instead as you reach certain levels allows you to spend multiple dice on the same maneuver. That doesn't I think fix everything I'd go about fixing though. I think there are some inherent problems with the bounded accuracy and advantage mechanics when it comes to skill, and skills in 5e (and all editions to a lesser extent) really need some rethinking. [/QUOTE]
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[+]What does your "complex fighter" look like?
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