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MrStabby
2016-12-15, 11:59 AM
So a bit of context on what I am working on here.
I don’t think martial classes are underpowered, at least not in a combat heavy campaign. They are great at damage and that is an important feature of the game. I do think there remain some problems with martial classes – poor scaling at high levels is one, and a lack of meaningful choice is another. Move, attack action, bonus action attack, repeat can get a little dull where there is a lot of combat. I wasn't going to stick this up but as other people were discussing some things with an overlap I thought I could try and contribute.

Here I present some alternative rules/new content. It does represent a small power creep for some martial classes but is designed to stack less well with the most powerful martial builds. If these rules are successful it should mean there are many more mechanically viable martial characters which can be differentiated from each other. Each of these should now be able to offer more different choices on a turn by turn basis. Whilst these options will primarily be useful to martial builds they are general rules and may be used by any character. I am also working on some caster adjustments to bring them into line – enabling DMs to just scale difficulty appropriately (if you do not want to change encounters then just lower everyone’s proficiency bonus by 1)

There are four parts to this set of changes.
1) Weapons. There is a new weapons list – exotic weapons. These are typically more powerful than martial weapons and tend to have special rules. Some weapons have been moved to this category from martial weapons. The aim of this is to make more diversely equipped characters common. These will be accessible from the weaponmaster feat (and hopefully make that feat attractive) and can be warlock pact weapons. Some like the scimitar are explicitly made available through class descriptions – in this case the druid.
2) Exertions. This is a rule that allows characters to spend hit dice from their pool of hit dice to power certain abilities. Classes with bigger HD will be able to do this more effectively. At present the options here are limited (as of now I only have one example) but could be grown with more ideas. Part of the idea was to give classes who don’t have many resources to expend some new tools. As players are tracking hit dice anyway there is no additional bookkeeping. Furthermore, healing through hit dice is very effective and I found that HP/HD recovery is fast enough to kind of erode the effects of bad encounters pretty quickly. Making a choice about how many HD to keep for abilities and how may to turn into HP on a short rest is designed to be fun.
3) Stances. A good feature that I think is missing from 5th edition. These will replace fighting styles. Whenever you would learn a fighting style you may learn two stances. You may use an ASI to learn three stances. These range from the mundane to the mystical to allow players to select stances that match their expectation of their character. A character may be in up to one stance at a time. They select their stance at the start of their first turn after rolling for initiative and may expend a bonus action to change stance. A number of stances allow uses of non-prime attack stats to encourage people to not dump other stats so hard.
4) Other attacks. Shoving people away or prone with an attack or grappling them are popular moves and add an extra layer of tactical gameplay. At present they are limited to athletics as a skill and lean heavily towards only strength builds getting these options. Here are more options that players can take to replace an attack.


Exotic Weapons
Nets (no penalty for using in 5ft of an enemy, can use dex as the attack stat)
Scimitar (extended critical range 19-20)
Flail (no attack roll, enemy makes dex save instead vs 8+attack stat+proficiency)
Sickle (d6 damage, light, finesse, triple the dice on critical)
Trident (d6/d10 damage, polearm, versatile, 10ft reach)
Blowpipe (add double stat bonus to damage if attack was made with advantage)
Scythe (heavy, triple dice on critical, d12 damage die)
Bastard Sword (Versatile, d10 damage 1 handed, d12 two handed)
Torch (d4 fire damage; on a hit from attack action may use a bonus action to force a con save. On a fail target is blinded for one round)


Exertions
You are able to expend your reserves of energy to achieve incredible feats of physical and mental resilience.

1) Whenever you make a save, other than a death save, instead of rolling a d20 you may instead roll any number of your remaining hit dice and treat the sum as your roll.


Stances
This section is the easiest to add content to and also the area where more options are likely to actually be felt in a game. Remember only one of these can be used at a time and there is a cost to switching so they are generally worse than feats that look similar but are "always on"

Viper Stance
Whenever an enemy comes within your reach range you may use your reaction to make an attack of opportunity

Panther Stance
When using strength to make an attack, instead of adding your strength modifier to damage instead you may add both your strength and dexterity modifier to damage.

Bear Stance
You gain advantage on any ability check or save using strength that would move or restrain you

Shadowform
You may teleport up to 10 ft using 10 ft of your movement, you must be able to see your destination. If you do you leave this stance.

Spellbreaker style
You use your highest statictic modifier when making saves against spells. This doesn’t give you proficiency in that save. When determining the DC of a concentration save against your attack the difficulty is increased by 2.

Fox Style
Whilst unarmoured you may use dex bonus + intelligence bonus as your armour class

Grey Lobster Stance
Whenever you hit an enemy with a melee attack you may use your bonus action to make a grapple attempt against them. If you make this attempt you leave the stance.

Guardian Stance
As a bonus action you can confer a +2 bonus to armour class to any other creature within 5ft of you until the start of your next turn.
Whenever a hostile creature makes a melee attack against a creature that is within 5ft of you, you may use your reaction to impose disadvantage on the roll. If you do you leave the stance.

Dervish Style
When you hit an enemy with a melee attack made as a bonus action you may instead make two attacks of that same type against that creature.

Templar Style
When you make a critical hit or reduce an enemy to zero HP with an attack you may use your bonus action to make another attack.

Mantis style
When you make an attack with a thrown weapon you may add both strength and dexterity to your roll to hit.

Vindicator Stance
Whenever you roll for damage on a weapon attack you may reroll any die showing a 1 or a 2. If you have not moved this turn you may use your bonus action to shove and enemy you hit with the attack action.

Path of the Turtle
You gain +1 to AC. On any turn in which you do not move, a shield you use grants you a +3 bonus to AC against ranged attacks instead of +2.


Other Attacks
I would like to add a little more here, especially if i can make some more stats useful to martial characters in combat. I would like some ranged ones (which for balance may be weaker, but still at least adds something)

Feint
When you take the attack action, instead of making a melee attack you may instead make a feint. Take a deception (dexterity) check opposed by your opponent’s perception (wisdom) check. If you win you have advantage on all attacks against that enemy until the end of your turn.

Surgical Strike
When you take the attack action, instead of making an attack you may study the target’s anatomy for weaknesses. Make a Medicine (int) check opposed by the AC of your target, if you succeed your next attack that hits this target before the end of your next turn is a critical hit.

Blind
Using an unexpected move you throw fine sand or grit in your opponent’s eyes. If you would make an attack as part of the attack action make a slight of hand (dex) check opposed by your enemy’s dexterity save. If your enemy is large or larger they get advantage on this save. If you are successful the target is blinded until the start of its next turn. This is not effective if your opponent does not have eyes or other exposed sensory organs.


Still a work in progress - I have done the maths on most of the content but have yet to thoroughly test much of this in game.

N810
2016-12-15, 12:32 PM
Looks like fun,
your players should love it.

Arcangel4774
2016-12-15, 02:32 PM
Other attacks seems to impede upon the battlemaster. Otherwise I love it. The concept behind exertion is awesome; it's great to add a more meaningful economy to fighter. My favorite the fighting styles. Nearest thing I see is the kensai sacrificing (essentially) one attack for ac. Only concern there is its interaction with the champion seems to be losing some power from it when compared to others. Is the buff with scythe/sickle super crits on the the crit chance a valuable enough trade with the these changes?

Mortis_Elrod
2016-12-15, 03:35 PM
sickle is actually a simple weapon check your phb, but besides that nick pick i like it at least the concept, no idea if the numbers are to be feared but it seems legit (though kinda making the BM fighter look less cool im sure he doesn't mind)


Edit: ignore that first part of the first sentence, didn't realize you wanted to change somethings in the phb (thats what i get for glancing over weapons)

MrStabby
2016-12-15, 05:37 PM
Other attacks seems to impede upon the battlemaster. Otherwise I love it. The concept behind exertion is awesome; it's great to add a more meaningful economy to fighter. My favorite the fighting styles. Nearest thing I see is the kensai sacrificing (essentially) one attack for ac. Only concern there is its interaction with the champion seems to be losing some power from it when compared to others. Is the buff with scythe/sickle super crits on the the crit chance a valuable enough trade with the these changes?

So if the champion is losing out then I am doing something wrong. I am not saying they are not losing out - you write something you can get too close to it to see how it really is. So thanks for this.

I had intended the champion to gain the most, to gain a lot of extra versatility.

My reasoning was that fighters probably gain the most as a class. They get a fighting style which converts to two stances. They get the highest stats through all of those ASIs - the other attacks section and some of the stances allow use of other skills and abilities beyond the prime ones; fighters really get to pump these up. Champions get further fighting styles and therefore stances - I think that whilst they don't stack, the versatility of them is greater than offered by a second fighting style. Champions at high levels also get some self healing meaning they can dump more hit dice into passing saves they really need to. Superior critical now has the weapons with improved critical to work with as well as being able the get the crit/kill mechanic from GWM on a stance.

Maybe champion still needs to have things punch up a bit. I suppose I could suggest that a second style from within one class could translate to having two stances active at once - that would give a big boost at level 10.


sickle is actually a simple weapon check your phb, but besides that nick pick i like it at least the concept, no idea if the numbers are to be feared but it seems legit (though kinda making the BM fighter look less cool im sure he doesn't mind)


Edit: ignore that first part of the first sentence, didn't realize you wanted to change somethings in the phb (thats what i get for glancing over weapons)

Yeah the battlemaster issue is a tough one. They certainly lose a little of their uniqueness - their shtick was being a fighter who had a few control elements and some abilities to use when needed. Now every martial can use other manoeuvres. Battlemaster is still better at it - they can do attacks and add the control and the ability to add the superiority die to the to hit roll (arguably their best ability) is still unique to them. I think, to some extent, this is unavoidable. Broadening the actions that martial classes can take in combat is something I think is good, but broader actions is the battlemasters thing. Maybe there is some consolation that BM players like broader actions and now their class is even broader still?

Thanks all for the feedback. It will go towards the next version.

Addaran
2016-12-15, 06:15 PM
Champions get further fighting styles and therefore stances - I think that whilst they don't stack, the versatility of them is greater than offered by a second fighting style.

Maybe champion still needs to have things punch up a bit. I suppose I could suggest that a second style from within one class could translate to having two stances active at once - that would give a big boost at level 10.



Yeah the battlemaster issue is a tough one. They certainly lose a little of their uniqueness - their shtick was being a fighter who had a few control elements and some abilities to use when needed. Now every martial can use other manoeuvres. Battlemaster is still better at it - they can do attacks and add the control and the ability to add the superiority die to the to hit roll (arguably their best ability) is still unique to them. I think, to some extent, this is unavoidable. Broadening the actions that martial classes can take in combat is something I think is good, but broader actions is the battlemasters thing. Maybe there is some consolation that BM players like broader actions and now their class is even broader still?

Thanks all for the feedback. It will go towards the next version.

For Champion, yes i'd probably go with two active stance at once. Just learning 2 more stances isn't that great, especialy when you can already use an ASI for 3 more.

For battlemaster, i don't really see an issue. Most of the things they do (tripping, disarming, etc) are supposed to already be do-able for others. The big difference is that they do it for free as part of the attack, and most add superiority dice to damage. (and you can decide after knowing if it's a hit/crit if you want to spend them).

Blind uses one of your attack to throw the sand i think? If the BM wants to be a specialist in that maneuver, probably make it so that it doesn't use one of your attack and either adding the superiority dice to the check or to the damage of the next attack.

Surgical Strike, while studying the enemy, you still attack (no wasted attack) and you add the superiority dice to the damage. (adding it to the next auto-crit attack would be too strong, but nothing stops you from using a 2nd SD then).

You'd have to change the original Feinting Attack maneuver to give advantage to all your atttacks until the end of the turn or for your next attack. (they can use the maneuver before having extra attack atm).

Lombra
2016-12-15, 06:40 PM
Some stances are just wrong (dervish), but I like the idea a lot. The mechanic of the hit dies is fragile, since at early levels you won't be using them except for healing, and I think that the other attacks are pretty redundant with what you proposed and what one could already do (blinding). Some stances step on some feats though, I would discourage that.

Edit: exotic weapons are cool too, except that I would just make the trident a spear with bigger damage die.

Arcangel4774
2016-12-15, 07:16 PM
So if the champion is losing out then I am doing something wrong. I am not saying they are not losing out - you write something you can get too close to it to see how it really is. So thanks for this.

I had intended the champion to gain the most, to gain a lot of extra versatility.

My reasoning was that fighters probably gain the most as a class. They get a fighting style which converts to two stances. They get the highest stats through all of those ASIs - the other attacks section and some of the stances allow use of other skills and abilities beyond the prime ones; fighters really get to pump these up. Champions get further fighting styles and therefore stances - I think that whilst they don't stack, the versatility of them is greater than offered by a second fighting style. Champions at high levels also get some self healing meaning they can dump more hit dice into passing saves they really need to. Superior critical now has the weapons with improved critical to work with as well as being able the get the crit/kill mechanic from GWM on a stance.

The way you describe it you obviously put more thought than I did lol. I hadn't really analyzed the different changes when applied together. It definitely sounds better (with possibly exception of the battle master identity crisis) from your analysis than my initial assumptions. What is your view on the paladins and rangers? Does their already slight MADness push the styles to be more valuable for them then the fighters?

MBControl
2016-12-15, 07:24 PM
I think I like a majority of this, although I doubt I would use too many right now, due to the fact that I have a newbie group, and I want to avoid changing the base rules too much.

The weapons. I'm a big fan of home brew weapons, and magic items. I would leave the book weapons alone, and just reskin with a new name, simply to avoid confusion, and it adds to the types of cool loot you can hand out, without everything being magical items.

I really like the concept of the Exertions. I think it's a great use of an under used resource, and it does scale to benefit the "boring" beefy characters HD. Would this create a multi-classing problem? I haven't looked too deep into that, just wondering. Bottom line, I'm a big fan, might take some time to balance.

I've never played with Stances, I don't know how I feel about them, so I'll refrain from comment.

Other attacks, I feel really are built into the game, in a way. Feint is a powered up help action that you can also benefit from. Surgical strike is cool, but it may have to be scaled back a bit. Maybe a +5 ATK and DMG bonus. The ability to kind of plan a critical hit could get messy with hunter's mark, sneak attack, assassin types (unless this unavailable to those classes). Finally blind, the oldest trick in the book, and all around awesome RP move is really just that. It is an improvised attack that is within the rules of the game. However, making it a written rule may be beneficial as it really depends on the player to RP the move on their own, and the DM to roll with the action and handle it well.

I don't think there is anything bad here. Play test and refining will perfect them.

Kurt Kurageous
2016-12-16, 04:32 PM
I really like the exertions mechanic, and facepalm myself for not having done something like that, too! You are on to something cool there, as it definitely scales by level and has a tradeoff. The exertion may have fatal consequences later, as it will take maybe TWO long rests to recover from it.

I agree the net needs liberating, no penalty for use. And DEX definitely should be the stat.

The stance thing is not my flavor of fun, but dif strokes.

I think surgical strike is way too OP. I can see an expanded crit range, but not a guaranteed crit for a successful skill check, even in a mid-low stat. Knowing and hitting the vulnerable spot is two very different things, IMHO.

Knaight
2016-12-16, 06:05 PM
Exertions is a seriously cool mechanic - it would be worth testing as is and as a set of bonus dice that are added to the d20 that stays there. I also generally like the stance mechanics. Other attacks is iffier - having feint in there makes sense, but the other two just feel off. The exotic weapon rules are just screwy. We'll start with how a number of weapons that really aren't too exotic ended up in there (the scimitar comes to mind). The scythe is also straight up broken - combine it with surgical strike and sneak attack and it gets ridiculous; the torch instead comes across as bizarre for fighting anything more than medium sized.