I enjoy 4e, I really enjoy what they gave martial heroes, but dangit, does some of it feel redundant. Having options is always a good thing, but having easier to grasp, more versatile options is even better. If you can reach the same end result with less moving parts, you've created a better product.
I've pondered this conundrum for a while on my tumblr blog, but recently I've thought about it more and broke it down into a handful of core maneuvers (hey, its what this post is about!) Here I go!
CORE MARTIAL MANEUVERYou can use one maneuver per round (think of it like a Swift action, or minor action+reaction)
The following are riders to landing a basic attack:
-Power attack:

deal additional damage
-Sure Strike:

increase accuracy (say, +4 to hit so if you got 20 but their AC is 22, you now hit)
-Challenge:
target is marked (-2 to target others than you, and if they do target somebody else you get an opportunity attack on them)
These are immediate interrupts*
-Dodge/Endure:
increase your AC/Reflex/Fort/Will
-Counterattack: make an opportunity attack against the agressor

*If you use these abilities in the same round you used the 'attack riders' you lose the option on your next turn
Certain characters will still favor certain abilities, but now role isn't immutable, it's a choice to best adapt to the situation at hand.
Archery Fighter? Yeah he'll be doing a lot of power and sure shots, but if he really has to he can jump in with his shortsword to pull the wizard out of trouble.
As a bonus, notice that we also have rather organic "dazing" effects. Say the Fighter is challenging the ogre, but he gets whacked hard by a critical blow. The next swing around the Fighter opts to preserve his hide by Dodging (hey, a dead guy doesn't defend that great y'know?). As he used up his maneuver action, he will not be able to Challenge (or power attack, etc.) next round, this means the ogre has broken through the Fighter's guard and can menace the wizard (unless the Ranger steps in to challenge?)
In 4e terms you'd need a specific power descriptor for this to happen like "fighter is immobilized/pushed/dazed/knocked prone/etc.", but with this system it's more organic, the option to save his own hide organically eliminates his option to keep the ogre occupied.
In 3e terms you'd need to take a bunch of feats to begin competently doing some of these things (You know what's funny? It takes less intelligence to learn to cast level 1 magic (int 11) than it does to wield a sword defensively (expertise: INT 13!!)
At the same time, pressure the ogre hard enough with devastating blows and he might go on the defensive or menace you with counterattacks in a death-or-glory showdown!? That's intensity, and it's not a separate encounter power, it's just how these five maneuvers interact with one another.
I'll think about what other maneuvers could be added or how different fighting styles will modify them, but for now I'm pretty happy with how this has turned out.
Do more with less. The difference between "ok" and "Great" is "Great" does the same thing with redundancy removed. I want to make a great system for D&D.
I've pondered this conundrum for a while on my tumblr blog, but recently I've thought about it more and broke it down into a handful of core maneuvers (hey, its what this post is about!) Here I go!
CORE MARTIAL MANEUVERYou can use one maneuver per round (think of it like a Swift action, or minor action+reaction)
The following are riders to landing a basic attack:
-Power attack:

deal additional damage
-Sure Strike:

increase accuracy (say, +4 to hit so if you got 20 but their AC is 22, you now hit)
-Challenge:
target is marked (-2 to target others than you, and if they do target somebody else you get an opportunity attack on them)
These are immediate interrupts*
-Dodge/Endure:
increase your AC/Reflex/Fort/Will
-Counterattack: make an opportunity attack against the agressor

*If you use these abilities in the same round you used the 'attack riders' you lose the option on your next turn
Certain characters will still favor certain abilities, but now role isn't immutable, it's a choice to best adapt to the situation at hand.
Archery Fighter? Yeah he'll be doing a lot of power and sure shots, but if he really has to he can jump in with his shortsword to pull the wizard out of trouble.
As a bonus, notice that we also have rather organic "dazing" effects. Say the Fighter is challenging the ogre, but he gets whacked hard by a critical blow. The next swing around the Fighter opts to preserve his hide by Dodging (hey, a dead guy doesn't defend that great y'know?). As he used up his maneuver action, he will not be able to Challenge (or power attack, etc.) next round, this means the ogre has broken through the Fighter's guard and can menace the wizard (unless the Ranger steps in to challenge?)
In 4e terms you'd need a specific power descriptor for this to happen like "fighter is immobilized/pushed/dazed/knocked prone/etc.", but with this system it's more organic, the option to save his own hide organically eliminates his option to keep the ogre occupied.
In 3e terms you'd need to take a bunch of feats to begin competently doing some of these things (You know what's funny? It takes less intelligence to learn to cast level 1 magic (int 11) than it does to wield a sword defensively (expertise: INT 13!!)
At the same time, pressure the ogre hard enough with devastating blows and he might go on the defensive or menace you with counterattacks in a death-or-glory showdown!? That's intensity, and it's not a separate encounter power, it's just how these five maneuvers interact with one another.
I'll think about what other maneuvers could be added or how different fighting styles will modify them, but for now I'm pretty happy with how this has turned out.
Do more with less. The difference between "ok" and "Great" is "Great" does the same thing with redundancy removed. I want to make a great system for D&D.
