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2021-10-18, 10:00 AM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
No game requires a caster for need of travel or anything else. Any DM can provide whatever resource is necessary to facilitate the adventure.
This fact does not require removing certain spells from casters, but it does mean that arguments based around "how do you do X as a martial class?" are not necessarily relevant or indicative of a problem with martial classes.Castlevania II: Dracula's Curse
Sabian Skellegue, the Unyielding Wrath
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2021-10-18, 10:12 AM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
(1) That really comes across as (a) putting words in someone else's mouth and (b) imputing motives to someone else. Not really the polite thing to do.
(2) Apropos of this and your second paragraph, D&D 5e already does a lot to create a class-agnostic vibe while still having classes that have distinct identities. For instance, many classes can be 'the healer', and indeed with Inspiring Leader and Hit Dice, some games could maybe go without a spellcasting healer at all. Also for instance, many character concepts can be realized by more than one class. Therefore, it's well within the realm of possibility for there to be class-agnostic ways for a party of any given composition to solve high-level problems, or for high-level characters to have specific abilities allowing them to solve such problems in a manner that is thematic to their class.
(3) Apropos of both (2) and the original topic, this could include giving martials more ways to interact with saving throws and/or imposing conditions on monsters more often if they so wish, so they have something to do other than 'attack again'.~ Composer99
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2021-10-18, 10:27 AM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
Honestly, responding to a criticism of D&D classes as they are with "well, you just want a classless system" is a very weak argument. Especially when it's followed up by another escape hatch, that is "well, D&D is popular".
My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
Interested in the Nexus FFRP setting? See our Discord server.
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2021-10-18, 10:42 AM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
Last edited by OldTrees1; 2021-10-18 at 10:44 AM.
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2021-10-18, 11:22 AM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
Given that the game does little to inform GMs of such ‘good practices’ the starting point is not one where the GM consciously accommodates martials, or is even aware of the fact that such a thing can be necessary. The game should commit to acknowledging that different classes need to be handled very differently if it doesn’t want to change what those classes can do.
If all rules are suggestions what happens when I pass the save?
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2021-10-18, 12:55 PM (ISO 8601)
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- Jun 2012
Re: Martial Power!!! (Give the martials something to do other than "attack again")
I think we can at a minimum establish that there should be several basic archetypes supported.
- complex casters for the nerds who love digging through splats and want to be a magic man. (druids and wizards)
- simple-to-play casters for newbs who still want to be a magic man (arguably warlocks and clerics, depending on how you play them)
- Conceptually and mechanically simple fighters for newbs who want to be a fighting man. (most fighters, most rogues, most barbarians)
- conceptually simple martials with lots of mechanically powerful and interesting abilities for nerds who love digging through splats and want to play a fighting man. (doesn't exist)
- High power "non magical" wuxia/anime type characters with lots of pseudo-magic powers. (monks?)
Make Martials CoolAgain.
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2021-10-18, 01:07 PM (ISO 8601)
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- Jul 2013
Re: Martial Power!!! (Give the martials something to do other than "attack again")
Martials can already do stuff besides "just attack." Just depends on if you want to be creative with it.
As a martial, you can:
- Knock an enemy prone to give everyone advantage on your attacks.
- Disarm an opponent.
- Reduce an opponent's speed to 0 by grappling them.
- Force an opponent to move.
- Stand in front of the enemies, yell something about their mothers, and then make it harder to hit you.
And that's all just by basic rules as worded! Then you have things like the Battlemaster, who has maneuvers, the Paladin and Ranger, who can cast spells, and the Rogue, who can basically dart around the battlefield to deal ungodly amounts of damage to whoever deserves it, and you really don't need anything other than "just the attack action." All you need is some creativity.78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In a mountain after a cave-in.
MY STATS OFF THE ELITE ARRAY:
Str: 14 Dex: 8 Con: 12 Int: 15 Wis: 10 Cha: 11
Please critique my 5e Beguiler Wizard subclass!
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2021-10-18, 01:23 PM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
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2021-10-18, 01:25 PM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
Disarm is also optional and my DM, as an example, does not allow it.
Castlevania II: Dracula's Curse
Sabian Skellegue, the Unyielding Wrath
IC OOC
Expedition to Castle Ravenloft
Aelki Ruasha, Void Knight of the Star Ocean
IC OOC MAP
Chult Hex Crawl
Ondros, Mazewalker of Ubtao
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2021-10-18, 01:28 PM (ISO 8601)
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2021-10-18, 01:38 PM (ISO 8601)
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- Jun 2012
Re: Martial Power!!! (Give the martials something to do other than "attack again")
Addressed up thread. All of the above are generic options that martials sometimes have bigger numbers for. There are very few unique abilities that martials actually have, and they're generally limited pretty painfully. The monk's stunning strike and the fighter's action surge are two of the few.
Make Martials CoolAgain.
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2021-10-18, 01:56 PM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
Last edited by Man_Over_Game; 2021-10-18 at 01:56 PM.
5th Edition Homebrewery
Prestige Options, changing primary attributes to open a world of new multiclassing.
Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
Pain, using Exhaustion to make tactical martial combatants.
Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!
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2021-10-18, 02:47 PM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
The Paladin's Smite, the Rogue's Sneak Attack/Cunning Action, and the Barbarian's Rage don't count as "unique abilities that martials actually have"? If not, how are those any different from the Monk's Stunning Strike or the Fighter's Action Surge?
Personally, I genuinely do not see the difference; the Monk's stunning strike has the same trigger as the paladin's smite and the rogue's sneak attack, the barbarian's rage takes a bonus action same as the rogue's Cunning Action... or is there something I'm not seeing?
ETA: Better question, I guess: What do you mean when you say "Martial"?Last edited by GreyBlack; 2021-10-18 at 02:48 PM.
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In a mountain after a cave-in.
MY STATS OFF THE ELITE ARRAY:
Str: 14 Dex: 8 Con: 12 Int: 15 Wis: 10 Cha: 11
Please critique my 5e Beguiler Wizard subclass!
https://forums.giantitp.com/showthre...izard-Subclass
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2021-10-18, 03:05 PM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
Fair point.
I apologise for the tone of my response.
I am struggling with the concept that you can add these very strong abilities to do things like deal with rives of lava or impose conditions with a saving throw - across multiple martial classes - and not have those as powerful general abilities that are more impactful than typical class or subclass features. These would be such immensely strong abilities I question the class identity that you still have.
We could do this with external blessings and magic items but those are in the remit of the DM and there seems to be a real issue with not wanting the DM to have any control over granting these abilities.
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2021-10-18, 03:13 PM (ISO 8601)
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- Nov 2020
Re: Martial Power!!! (Give the martials something to do other than "attack again")
Honestly I think Rune Knight is a good template for this. Looks like just another Fighter but has the ability to mess with combat resolution like few other classes. It takes skill to know just when to make best use of their abilities but they are game-changing when you get them right so they do reward system mastery. Just not in the same way as learning loads of spells and their exact application. Its not raw DPR, but it can be flat-out amazing when used right.
I've had people tell me that Echo Knights are similarly powerful if you know how to use them. I've not played one myself so I can't comment.
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2021-10-18, 03:26 PM (ISO 8601)
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- Jul 2013
Re: Martial Power!!! (Give the martials something to do other than "attack again")
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In a mountain after a cave-in.
MY STATS OFF THE ELITE ARRAY:
Str: 14 Dex: 8 Con: 12 Int: 15 Wis: 10 Cha: 11
Please critique my 5e Beguiler Wizard subclass!
https://forums.giantitp.com/showthre...izard-Subclass
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2021-10-18, 03:59 PM (ISO 8601)
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- Jun 2012
Re: Martial Power!!! (Give the martials something to do other than "attack again")
I filed that under "have bigger numbers for generic options." You deal more damage but its still just a weapon attack. The better example would be something like paladin aura, but then paladins are also casters.
Some subclasses have abilities that aren't "make number bigger" but even then they're in the minority.
Rune knight is good yes, but I shouldn't have to play a rune knight or battlemaster to do stuff other than attack.
In case its unclear, my thesis is something like "there should be more options for fighters/rogues/barbarians/monks that should allow for more variance to their style of play."Make Martials CoolAgain.
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2021-10-18, 04:17 PM (ISO 8601)
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- Jul 2013
Re: Martial Power!!! (Give the martials something to do other than "attack again")
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2021-10-18, 04:20 PM (ISO 8601)
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- Nov 2020
Re: Martial Power!!! (Give the martials something to do other than "attack again")
So relative to Rune Knight, Psi Warrior or Echo Knight what do you think a full martial should do that they don't do?
For the full flexibility of magic there are magical subclasses of both Fighter and Rogue but the above are full martial and each one has good tricks other than just attack. I'm curious what you have in mind other than poitional/movement or dice-manipulation tricks and save effects you want?
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2021-10-18, 04:24 PM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
Which, then, leads back into my question: What is a "martial?"
Rogue Masterminds can take a bonus action to grant advantage to an ally, monks again have bonkers abilities to vary up their game play (e.g. Shadow , Sun Soul, etc.), fighters have _plenty_ of non-Battlemaster subclasses that vary the play outside of just "Take an attack action"...
Would you like a full breakdown of the fighters as an example? I think Barbarians are the ones closest to the "Have nothing to do other than attack" example you're thinking of.78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In a mountain after a cave-in.
MY STATS OFF THE ELITE ARRAY:
Str: 14 Dex: 8 Con: 12 Int: 15 Wis: 10 Cha: 11
Please critique my 5e Beguiler Wizard subclass!
https://forums.giantitp.com/showthre...izard-Subclass
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2021-10-18, 04:49 PM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
I agree with your thesis, but it feels at odds with the first sentence. Yes, there should be options for {martials} that allow for more variance to their style of play - and apparently the designers agreed, because they created more complex (and in most cases, magic-themed) subclasses as a means of introducing that variance. Champion Fighter and Thief Rogue etc meanwhile still exist for the people who want greater simplicity at the cost of a lower ceiling.
Would the game as a whole probably be more balanced if those subclasses were axed - probably, but I question whether that would make it a better or more accessible game. As it stands, a brand new player can pick up a Thief or Champion and run with it, then graduate to something with more exciting round-by-round gameplay decisions once they've grasped the ropes.Plague Doctor by Crimmy
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2021-10-18, 04:54 PM (ISO 8601)
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2021-10-18, 04:59 PM (ISO 8601)
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2021-10-18, 05:13 PM (ISO 8601)
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2021-10-18, 05:16 PM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
I know but they definitely can't please everyone and it would be foolish to try. I think Ritual Casting is as close as they're going to get (and should get) to making some abilities class-agnostic.
Frenzy Barb (Berserker) is the simple variant of that one, they just forgot that their exhaustion rules hose it too far out of simplicity range. Tweak that and it's golden. (Dropping an exhaustion level on a short rest is the easiest way, and they've already proven that's not broken with Tasha Ranger's Deft Explorer.)Plague Doctor by Crimmy
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2021-10-18, 05:19 PM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
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2021-10-18, 05:36 PM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
I can't speak for Strangebloke, but a martial to me is someone that is relying on their own physical skill without overt supernatural powers. By virtue of the game having rules and mechanics, yes, high level fighters and rogues will have "superhuman" or "peak human" abilities. That's fine. The point is that they are still relying on skills and weapons to generally get by.
The Companions of Mithral Hall are all, IIRC, martials. They do have magic items, but they are all martials; Breunor is a dwarf that's really good at fighting, Drizz't is a drow that's really good at fighting, Wulfgar is a human that's really good at fighting, Cattie-brie is a human that is really good at fighting, Regis is a halfling that is really good at... woodcutting. They're not using Ki, spell slots, power points, or other magical sources of power. It's just their own innate will and acquired skill/prowess. (Note, "skill" does not mean "class feature that is clearly supernatural" like a Rune Knight's abilities.)Castlevania II: Dracula's Curse
Sabian Skellegue, the Unyielding Wrath
IC OOC
Expedition to Castle Ravenloft
Aelki Ruasha, Void Knight of the Star Ocean
IC OOC MAP
Chult Hex Crawl
Ondros, Mazewalker of Ubtao
IC OOC Slide Deck
Retired Characters
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2021-10-18, 06:28 PM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
Because "someone owes you a favor" and "you could just pay for it" are exactly "low level adventure with bigger numbers". "Pay someone to do it" is a a solution that is available to any character of any level of any class. If that is your solution to a high-level problem, then the problem wasn't high level.
I'd rather have classes that feel mechanically distinct than for every class to play the same but with different coats of paint, even if that means you run the risk of a party that can't solve every problem internally.
That's the key. What is high-level about plane shift is not that it takes you to a place where the sky is green rather than blue. It's that it lets you choose what adventures you go on, rather than being stuck with "the DM put us in the fire swamp, so we explore the fire swamp".
And, of course, travel powers are only one part of what makes high-level play interesting. You are also supposed to do things like gaining political influence, or engaging with political or mass-battle minigames. D&D has kind of punted on that historically, but that doesn't mean it's not interesting or valuable or desired, just that it's been done poorly. People try to do mass combat all the time, it just collapses because the rules for it are usually awful. Again, negative space.
But that's not the same as personally having teleport and plane shift. Planar portals are like plane shift in the same way that a bus route is like a personal car, or scheduled flights are like private jets. That is to say: not at all. "You get to decide where you go and what adventures you have" is a core part of the D&D progression, and it is not something that you can obviate by providing increasing numbers of ways for DMs to let people go where they want the plot to be.
Sure there is. There's not a person in the world who will tell you that the climax of Words of Radiance (which takes place inside a giant hurricane) doesn't seem any higher level than the climax of The Hobbit (where people stab small numbers of goblins in a land battle). Exotic environments aren't the only difference between high and low level, but they absolutely are a difference.
As I said, my parties have access to a continent-spanning fast travel network from level 3. And this particular party's had flying mounts and a helm of teleportation since about level 6-7. And a freaking Cubic Gate and planeshift since level 7[2]. It's made lots of things easier by compressing the time scale, but hasn't fundamentally changed anything.
Epic fantasy. That's what D&D is trying to emulate, and it's not really a genre with a lot of people swapping weapons based on their opponents. In the MCU, Thor wields Mjolnir because it is awesome, not because the things he fights are particularly vulnerable to hammers. In Malazan, Anomander Rake wields Dragnipur because it is awesome, not because the things he fights are particularly vulnerable to really big swords. In The Hobbit, Bilbo wields Sting because it is awesome, not because the things he fights are particularly vulnerable to daggers (though in his case, it is a dagger that is Bane against a common class of foes for him). Weapon swapping is generally more common in urban fantasy stories, which tend to have a lot of variations on "you need a wooden stake to kill vampires".
It's a waste of space, but it's not a waste of all that much space. In the 5e PHB, "Equipment" gets 20 pages, with "Weapons" being 2 pages of that. "Spellcasting" and "Spells" together clock in at 91 pages. That means it is literally impossible to save as many pages by trimming the weapon descriptions as you get for being just 5% more economical with spell descriptions. Is there some amount of fat to be trimmed in equipment listings? Yeah, probably. But weapons seem to really obviously not be the thing to focus on.
No game requires any character to be capable of anything. You could have a "slay the dragon" adventure where the challenges the players overcome are about getting to the place where a guy who can slay the dragon is living and the dragon-slaying happens in a cutscene. That doesn't make those characters the equal of people who can kill the dragon their own damn selves, nor does it invalidate people who might want to have the power to personally slay dragons.
It all comes down to the negative space. You can "solve" the problem of Fighters not being able to engage with high level adventures by abolishing the idea of high level adventures and declaring that every problem must have a solution that is accessible to a "regular dude" who is "very good at swording". But that doesn't solve the problem, it just defines all adventures as being low-level. WotC tried that in 4e, and it was the worst-received version of the game ever. What people want is for high level adventures to be different from low-level ones, because that is the point of being high level. I fundamentally don't understand the desire to write "20" on your character sheet, but have the same adventures you had when you wrote "1" on your character sheet. That just means you spend a long time not having the abilities you want your character to have, and that sounds terrible.
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2021-10-18, 06:43 PM (ISO 8601)
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Re: Martial Power!!! (Give the martials something to do other than "attack again")
My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
Interested in the Nexus FFRP setting? See our Discord server.
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2021-10-18, 07:55 PM (ISO 8601)
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- Jul 2013
Re: Martial Power!!! (Give the martials something to do other than "attack again")
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In a mountain after a cave-in.
MY STATS OFF THE ELITE ARRAY:
Str: 14 Dex: 8 Con: 12 Int: 15 Wis: 10 Cha: 11
Please critique my 5e Beguiler Wizard subclass!
https://forums.giantitp.com/showthre...izard-Subclass