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What the Weaponmaster needs in 5e, and how to make it happen.
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<blockquote data-quote="mellored" data-source="post: 7049006" data-attributes="member: 6801209"><p>Ah... complexity. I wouldn't worry.</p><p></p><p>First, 5e action economy is much tighter as a baseline.</p><p>4e had action, move action, minor action, reaction, free action, and several opportunity actions.</p><p>5e has action, move, bonus, and reaction. (move can't be traded).</p><p></p><p>So right there, you have half the number of actions in the base rule. Just avoid abilities like tunnel fighter.</p><p></p><p></p><p>I agree there shouldn't be a large number of small effects, particularly lingering effects like +2 AC. That doesn't mean martial classes should only do damage. Just make it a big effect, with minimal tracking.</p><p>i.e.</p><p>Don't slow someone by 10' each attack, make it Strength save to immobilize. (more impact, less to track)</p><p>Don't give +2 AC for a round, give disadvantage on a single attack. (more impact, no tracking).</p><p>*Both of which are already in the game.</p><p>Big impacts also mean you won't do 3 different things in a turn. Maybe have a stance, where you could only have 1 effect at a time (similar to concentration).</p><p></p><p></p><p>Accurate Positioning is for fireball and similar AoE's, not maneuvers. More of a wizard thing than a weapon user thing.</p><p></p><p>That won't happen unless we add 20hp kobolds.</p></blockquote><p></p>
[QUOTE="mellored, post: 7049006, member: 6801209"] Ah... complexity. I wouldn't worry. First, 5e action economy is much tighter as a baseline. 4e had action, move action, minor action, reaction, free action, and several opportunity actions. 5e has action, move, bonus, and reaction. (move can't be traded). So right there, you have half the number of actions in the base rule. Just avoid abilities like tunnel fighter. I agree there shouldn't be a large number of small effects, particularly lingering effects like +2 AC. That doesn't mean martial classes should only do damage. Just make it a big effect, with minimal tracking. i.e. Don't slow someone by 10' each attack, make it Strength save to immobilize. (more impact, less to track) Don't give +2 AC for a round, give disadvantage on a single attack. (more impact, no tracking). *Both of which are already in the game. Big impacts also mean you won't do 3 different things in a turn. Maybe have a stance, where you could only have 1 effect at a time (similar to concentration). Accurate Positioning is for fireball and similar AoE's, not maneuvers. More of a wizard thing than a weapon user thing. That won't happen unless we add 20hp kobolds. [/QUOTE]
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What the Weaponmaster needs in 5e, and how to make it happen.
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