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[+]What does your "complex fighter" look like?
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<blockquote data-quote="Celebrim" data-source="post: 8764530" data-attributes="member: 4937"><p>I agree in general, although some sort currency is often a good way to ensure the same one manuever isn't spammed out endlessly, most of that criticism is fair.</p><p></p><p>But I think the bigger problem here is with the writing of maneuvers. Feats and maneuvers are some of the hardest things to write well in D&D game design because they are terse. And terse things take more skill than things that aren't, but unfortunately people think because they are terse they take less thought rather than more. </p><p></p><p>A good example of what I consider to be a problem here is the Feint maneuver which just is straight upside without any situational qualifiers and really could be written as basically anything ("Power Attack", "Blade Mastery", "Secret Technique") because the mechanics of gaining advantage and doing extra damage are just so generic and flavorless. And that gets back to if your combat system lacks basic crunch, then their aren't many levers to pull. And really, to me the feint maneuver is so straight foward that I imagine it pretty dominates over the situational ones in terms of how often people spend dice on it. This is a maneuver that is screaming for a Wisdom save from the target just to keep it balanced with the other options rather than something more generic like spending your bonus action, especially if you are already paying currency for it. Then at least there is some flavor to it.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8764530, member: 4937"] I agree in general, although some sort currency is often a good way to ensure the same one manuever isn't spammed out endlessly, most of that criticism is fair. But I think the bigger problem here is with the writing of maneuvers. Feats and maneuvers are some of the hardest things to write well in D&D game design because they are terse. And terse things take more skill than things that aren't, but unfortunately people think because they are terse they take less thought rather than more. A good example of what I consider to be a problem here is the Feint maneuver which just is straight upside without any situational qualifiers and really could be written as basically anything ("Power Attack", "Blade Mastery", "Secret Technique") because the mechanics of gaining advantage and doing extra damage are just so generic and flavorless. And that gets back to if your combat system lacks basic crunch, then their aren't many levers to pull. And really, to me the feint maneuver is so straight foward that I imagine it pretty dominates over the situational ones in terms of how often people spend dice on it. This is a maneuver that is screaming for a Wisdom save from the target just to keep it balanced with the other options rather than something more generic like spending your bonus action, especially if you are already paying currency for it. Then at least there is some flavor to it. [/QUOTE]
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[+]What does your "complex fighter" look like?
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