Saturday, March 2, 2013

Combat Expertise, Maneuvers and the Fighting classes

This post is a criticism to two mechanics I find great, but that I think interact poorly with the fighting classes as they stand now.

Combat Expertise is a great mechanism for the fighting classes, as it rises not only its accuracy, but also its damage output. I can't say yet how it will interact with the new rules for magic (though I really didn't like the wizard cantrips I already saw), but in itself, it is a step in the right direction.
Considering, too, the relative low rising power with levels for the d20 mechanics (attacks, checks, skill checks, saves, AC and DC), the maximum of +5 in accuracy make sense. And the bonus martial damage (dice and static) is a beautiful idea, though I can't say if its application is overpowered or underpowered (need some playtests).
Originally (from what I read) this feature was going to be fighter exclusive, but later it was added to all fighting classes, and it make sense too, even if I would like to see it reduced for some classes (like the rogue, and even the cleric), trading for some other benefits.
Also, the idea of spending martial damage dice (mdd) to fuel maneuvers was pretty good, if wasn't for one detail. Except for feats, only the fighter and the monk must have maneuvers. Don't get me wrong, I really liked that both classes have unique maneuvers that only them can have. What I don't liked was that it reduced the effectiveness of the fighter and the monk as a dispenser of damage if he use the maneuvers for a tactical boon, while the barbarian and the rogue don't have to do this to use their features, turning both in much better high damage dispensers than the fighter and the monk. What would have turned the fighter in an unique class (and made it!), weakened him after all!
My solution? I don't have one... But I have some alternative ideas. And though they aren't universal enough (I still must study more of the rules, and I'm at best mediocre with math), they can be good ideas after (if) properly developed.

1) Instead of mdd, how about bonus weapon dice (bwd) for Combat Expertise? I stole this idea from here: http://criticalwits.info/2012/12/27/article-dd-next-an-alternative-to-combat-expertise/. With bwd, not only the weapon of choice will be a major part of damage even at higher levels, but the weapon would influence what type of maneuvers that character would take.
A low-damage weapon? How about disarm or lunge that don't need to roll the bwd? A high damage weapon? How about composed attack or glancing blow? Maybe even modify the mechanics for some of the maneuvers (like trip) to give benefit to those using high damage weapons.

2) What about replacing and/or reordering some features of the barbarian and the rogue to force them to take one general maneuver at 2nd and at 4th level? Don't give them class maneuvers, but force them to take some general maneuvers.

3) And what about giving fixed extra damage dice for all the attacks of the fighter only, based on his class alone? Maybe +1d6 at 6th level, and +1d6 at every +5 levels. This will turn the fighter in a better damage dispenser, even without the rage damage bonus of the barbarian, and some of the rogue talents, all the while the fighter still can spend his mdd (of bwd, if that rule is applied) to take maneuvers.
Besides, allow the Parry feature of the fighter to reduce damage from ranged attacks when the fighter is with a shield (arrows in the shield!). As I think the Combat Surge feature is weak (maybe I'm wrong), I think those two will balance more the fighter.

Last, but not least... Please, turn the Called Shot feat in a simple maneuver that function like Disarm, but only to ranged attacks. Maybe this maneuver even spend double mdd (or bwd) to function! But please, do not leave this as a feat.

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