D&D 5E Why (IMO) fighter maneuvers have gotten worse each packet.

ZombieRoboNinja

First Post
(Cross-posted from the WOTC forums.)

First, a disclaimer: I really like Next so far. Even if WOTC ignored everything I suggest in this thread, I still expect Next to be my favorite edition of D&D. That said, I worry it's falling short of its potential in certain ways.

The biggest problem I see is the way martial classes have been homogenized over the last few packets. When martial damage dice were introduced (as Combat Superiority), it was an awesome idea because it gave fighters something unique. More specifically, it gave them their own "resource" to manage, which recharged every round but forced the player to choose to focus his attention offensively (Deadly Strike), defensively (Parry), or in some other way via maneuvers. The fact that this dice pool was a limited resource meant that it was okay if a fighter putting all his dice in Parry was incredibly hard to kill, because it meant he wasn't putting out much damage; it was also okay if he dished out the pain, because doing so meant that he was more vulnerable to attack. And the maneuver system meant that he could gain real, powerful options to use in conjunction with, or in place of, those basics.

Unfortunately, Combat Superiority was a quick victim of its own popularity. They tried to expand the whole system to rogues, and when that seemed a bit too "samey," they took away maneuvers from rogues but kept the damage dice in place. And then, the biggest change of all, in this latest packet they made it so dice recharge every TURN - so in other words, you can use all your dice on bonus damage AND on Parry, since you parry as a reaction on someone else's turn.

This basically ruins the "resource management" aspect of these dice. Now there's no tradeoff between offense and defense. And it sounds like they're considering making things even worse next packet by basically making maneuvers work like skill tricks, so they take your whole action. (This would probably mean that you can't combine multiple maneuvers in one action.) At that point, maneuvers are basically just combat feats, and we're in essence back to 3e fighter design.

So I've complained about fighters a bit - let me shift the focus to other martial classes. See, the other downside of "martial damage dice" is that by giving all weapon-focused classes (at this point, that's fighters, rogues, monks, and barbarians) the same "base" damage, it becomes a lot tougher to differentiate them in combat. That's why Sneak Attack is now wimpy: as Mearls pointed out, bonus damage + advantage + MDD is way too powerful. It's probably also why the new barbarian has lots of abilities that let him throw caution to the wind to strike more accurately: if he just did a bunch of extra damage with Rage and/or Heedless Strike rather than gaining advantage, it'd throw their numbers out of whack. And hey, it's why the only maneuver in the game that does more damage than just adding all your dice to the attack, the monk's Flurry of Blows, is enough to make that class way more offensively powerful than any other.

Moreover, this model flattens out tactical options to an alarming extend. The rogue has always been a class that could put out impressive damage in just the right circumstances: backstabbing, sneak attacking, etc. But now, the highest-damage strategy for rogues is simply to walk up to a guy and stab him in the face with a basic attack every round. Fighters? Walk up to a guy and stab him in the face. Monks? Walk up to a guy and Flurry of Blows him in the face. Barbarians? Rage if you've got it, then walk up to a guy and... yeah. (Okay, this one kind of fits.)

My suggestion: first, they should make MDD refresh once per round, at the beginning of your turn, again. That brings back the basic resource-management aspect of them.

Second, they should scale them back for every class that's not a fighter. That way, a fighter going "all-out offense" does more damage than any other class does by walking up to people and stabbing them in the face - but at the same time, a fighter saving a die or two for Parry or Protect still does damage on par with other martial classes, ASSUMING those classes aren't Sneak Attacking or spending Ki points or raging or whatever. Now, this step may require some thinking. My personal preference would be just getting rid of MDD for non-fighter classes altogether, and instead just doing what 4e did and making ALL weapon attacks do 2W or 3W damage at a certain level if the math requires it. That way, non-fighters don't have to keep track of a halfass pile of damage dice that they can't even use for maneuvers. Fighter MDD would be on top of that. But even if they just give other classes a slower progression like they did clerics, that'd be an improvement.

Third, give those other classes their own ways to do more damage. Make it worth a rogue's while to scramble for advantage so they can get in a Sneak Attack (or whatever Sneak Attack alternatives they may have chosen). If we're going to have the entire basis of the Barbarian class be the "rage" ability (not my favorite idea), then give them a bonus to friggin' damage instead of a bonus to accuracy. Give monks enough Ki points to make them worth paying attention to, and let them use it for more powerful attacks. This way, those classes feel different in combat and have stronger incentives to make use of their own class-specific advantages.
 

log in or register to remove this ad


Well, I'd say advantage on melee attacks when raged is pretty good for accuracy, and I am not a fan of it.

And to me, to seems awful overpowered.
 

It's also notable that the manoeuvres have got narrower. Parry in it's original form allowed the Fighter to reduce damage from attacks. There were arguments about whether that applied to magical attacks. Well, now it's been clarified. And it's melee attacks only. Missile attacks are a separate manoeuvre, Deflect Missiles. Meanwhile the Fighter didn't get any more manoeuvres, so rather than have Parry which could protect them from melee and missile (and conceivably magic), they had to have two manoeuvres to do that while still learning the same number. Except they can't have Deflect Missiles anyway, it's not on their list. I guess shields are useless as protection against missiles. Bah.
 

Yeah it's too bad it's going this way now. I still have some hopes it will be fixed. The martial class players in our playtest group aren't impressed at all.
 

And then, the biggest change of all, in this latest packet they made it so dice recharge every TURN - so in other words, you can use all your dice on bonus damage AND on Parry, since you parry as a reaction on someone else's turn.

That just cannot be true, it must be just bad use of the word "turn" in the document that sounds like anybody's turn while it probably means "round" or your turn anyway. You still have you allotment of MDD once per round, otherwise it's just going to create a nightmare when someone take an OA or has an ability that allows an attack as a reaction, and then on this attack decides to spend MDD to activate another maneuver or special ability... too much room for exploitation IMHO, to be intended to work this way. In the text of Parry, there is a mention that you may spend MDD "if you have any", but if it would refresh at someone else's turn then you would probably always have any.

What doesn't refresh but is always usable for Parry seems to be the skill die instead. That sounds more reasonable, since it's much smaller than MDD, and then this makes Parry effectively work every round once (or more if you have an ability that allows you to take more than 1 reaction) even if you have already used MDD, but in that case it won't have an exorbitant effect.

Anyway, I generally agree on your post, that MDD would be much better if it was limited to Fighters only.

I understand that they are doing this because (a) a lot of people like the mechanic, and (b) it has potential for synergy in multiclassing.

But honestly I think that people who like the mechanic should just play a Fighter... not want the Fighter's schtik without being one, otherwise we're always in the same old "the Fighter isn't attractive as a single-class" camp.

And at the moment how well it supports multiclassing is still to be seen. First it doesn't support 4e-style multiclassing directly because other classes can only use MDD for damage. It is said that feats can grant maneuvers, but I don't think that feats can grant Fighter's maneuvers specifically, so you may still need to take levels of Fighters to get his maneuvers (which maybe is a good thing). At that point, if your main class has MDD already, you probably can stack the levels of those 2 classes to determine MDD. But IMO this is unnecessary, since most (maybe even all maneuver) will already work with 1 MDD, and many of them don't even care how large the MDD is because you give the MDD up, not roll it. Also, you could just have a feat that grants you a maneuver AND one MDD based on your character level if you don't have one ( so that you can use the maneuver itself).

The other main bad side of MDD for all classes except arcane casters, is damage bloat.

Finally, MDD is clearly one complication to ALL PCs except the Wizard. Can this be part of D&D Basic at all?
If it's Fighter-only, yes it can be part of Basic, because the Fighter doesn't have many other things to worry about, basically only MDD and Parry. It's still low-complexity enough to be in Basic as-is.
If it's for everybody, then MDD doesn't belong to Basic D&D IMHO, because the Cleric and the Rogue (maybe other classes beyond the first 4 aren't even in Basic at all) have other stuff to keep track of, spells & channeling, skill tricks... so MDD would have to be removed from the Basic game, but that means it would need to be replaced with something else in order to keep both Basic and Standard classes at the same table.

All that said, my humble opinion is that if MDD goes back to be Fighter-only, then it spares us from a lot of problem, and I don't see any problem from not making MDD available to everyone.
 

According to the last Google hangout chat the martial classes are being revised. If I remember correctly it sounds like they are splitting MDD into weapon dice for all martial classes and a MDD/XD type system for fighter only (or maybe just 2 or 3 classes). Hopefully we will see this update soon.
 

It's also notable that the manoeuvres have got narrower. Parry in it's original form allowed the Fighter to reduce damage from attacks. There were arguments about whether that applied to magical attacks. Well, now it's been clarified. And it's melee attacks only. Missile attacks are a separate manoeuvre, Deflect Missiles. Meanwhile the Fighter didn't get any more manoeuvres, so rather than have Parry which could protect them from melee and missile (and conceivably magic), they had to have two manoeuvres to do that while still learning the same number. Except they can't have Deflect Missiles anyway, it's not on their list. I guess shields are useless as protection against missiles. Bah.

+1

I think that a shield or parrying dagger should have properties that allow you to increase you MDD to d8 when parrying, and sheilds should make it VS any attack (yes even fireball)
 

That just cannot be true, it must be just bad use of the word "turn" in the document that sounds like anybody's turn while it probably means "round" or your turn anyway.
No, it's very explicit in saying that the dice refresh on "every turn (your and everyone else's)".
 

+1

I think that a shield or parrying dagger should have properties that allow you to increase you MDD to d8 when parrying, and sheilds should make it VS any attack (yes even fireball)

That's my preference as well. Give certain weapons the "Defensive" quality, and make them increase MDD to d8 for Parry and Protect.
 

Remove ads

Top