Hi so I'm starting a new campaign so as a fighter which I want to progress into a Battle Master. I was looking for tips on how to describe, killing an enemy with an action surge. I'm also looking for an in game explanation for why I run out of trick shots when I run out of manoeuvre's.
For action surge, I tend to think of it as a burst of adrenline. Allowing you to quickly attack more than normal, or otherwise perform two actions, but it being tiring so you can't do it all the time. (Once per short rest, or once per turn when you eventually get a second surge.)
For maneuvers, I can't honestly think of a good reason for why you'd run out of trick shots. For arcane archer it's easy because they're overtly magical, but maneuvers aren't unless you flavor them that way. You could say that they're 'trick arrows' or something but then there's the question of why you'd only ever have a handful of them at a time and not stockpile. It's one of those things probably just better off glancing over than trying to bend over backwards to justify in RP.
You could RP it that way yeah. And if you really want to acknowledge why you can't say, trip attack that goblin because you've used up your superiority die you could say that you've gotten tired, or otherwise lost some sense of clarity or battlefield awareness allowing you to use the maneuvers. And then taking a short rest recharges your faculties and that awareness comes back.
I tend to think of Battle Master manoeuvres as a form of luck; i.e- you're always trying to exploit an enemy weakness and pull them off, but you only sometimes get that perfect opportunity for it to actually work. So for every one Trip Attack that succeeds, you've probably tried to trip an enemy four or five times and either not quite hit the mark or you've adjusted your shot at the last moment because the enemy changed position/direction and so-on.
Depends on the exact manoeuvre of course, as some are more obviously active and conscious choices, but I'd say it's still as much about choosing your moment. Dunno if you'd be taking Rally or Riposte on an archer build, but these are ones where your character is clearly doing something to make them happen, but even so it requires the right moment to bolster an ally, or exploit an opening for an extra attack and so-on.
Some of my examples are from me playing a melee Battle Master but I think the same principles can apply if you want to think of it that way.
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I can think of two things for why you run out. One is you have a green arrow style quiver with a bunch of crazy arrows in it, and you just run out. You have to make more next chance you get, probably during a nice rest. The other could be you just get tired. It takes a lot of concentration to pull off those maneuvers, and you can only do it for so long before you need to take a breath and re focus.
Basically, by combining what Nyr_Ventus, Haravikk and Xalthu said, the below can be used as flavor for action surge or maneuvers.
Action Surge
it will be like adrenaline coursing through the body allowing more attacks, but this causes massive strain to the body so you need to rest afterwards before you can do so again.
it can be RP-ed like performing a miracle (feat of strength), like using inspiration (but not really) to do more, or even like your character trying to show off to a character so you push yourself, etc.
Battle Master Maneuvers / Trick Shots
each maneuver is like a trick arrow in your arsenal and when you run out of superiority dice is when you run out of trick arrows (need to make more during rest).
each time you try making a maneuver, there is only a small chance of it actually succeeding.
each maneuver is like trying to concentrate on causing some extra effect, so one can only do a certain number before being unable to do any more.
I basically just took what everyone else said and added some of my own. Hopefully this helps.
Hi so I'm starting a new campaign so as a fighter which I want to progress into a Battle Master. I was looking for tips on how to describe, killing an enemy with an action surge. I'm also looking for an in game explanation for why I run out of trick shots when I run out of manoeuvre's.
For action surge, I tend to think of it as a burst of adrenline. Allowing you to quickly attack more than normal, or otherwise perform two actions, but it being tiring so you can't do it all the time. (Once per short rest, or once per turn when you eventually get a second surge.)
For maneuvers, I can't honestly think of a good reason for why you'd run out of trick shots. For arcane archer it's easy because they're overtly magical, but maneuvers aren't unless you flavor them that way. You could say that they're 'trick arrows' or something but then there's the question of why you'd only ever have a handful of them at a time and not stockpile. It's one of those things probably just better off glancing over than trying to bend over backwards to justify in RP.
Ok thanks for that, could they be related to tiredness, like how spellcasters need to maintain concentration?
You could RP it that way yeah. And if you really want to acknowledge why you can't say, trip attack that goblin because you've used up your superiority die you could say that you've gotten tired, or otherwise lost some sense of clarity or battlefield awareness allowing you to use the maneuvers. And then taking a short rest recharges your faculties and that awareness comes back.
I tend to think of Battle Master manoeuvres as a form of luck; i.e- you're always trying to exploit an enemy weakness and pull them off, but you only sometimes get that perfect opportunity for it to actually work. So for every one Trip Attack that succeeds, you've probably tried to trip an enemy four or five times and either not quite hit the mark or you've adjusted your shot at the last moment because the enemy changed position/direction and so-on.
Depends on the exact manoeuvre of course, as some are more obviously active and conscious choices, but I'd say it's still as much about choosing your moment. Dunno if you'd be taking Rally or Riposte on an archer build, but these are ones where your character is clearly doing something to make them happen, but even so it requires the right moment to bolster an ally, or exploit an opening for an extra attack and so-on.
Some of my examples are from me playing a melee Battle Master but I think the same principles can apply if you want to think of it that way.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I can think of two things for why you run out. One is you have a green arrow style quiver with a bunch of crazy arrows in it, and you just run out. You have to make more next chance you get, probably during a nice rest.
The other could be you just get tired. It takes a lot of concentration to pull off those maneuvers, and you can only do it for so long before you need to take a breath and re focus.
Basically, by combining what Nyr_Ventus, Haravikk and Xalthu said, the below can be used as flavor for action surge or maneuvers.
Action Surge
Battle Master Maneuvers / Trick Shots
I basically just took what everyone else said and added some of my own. Hopefully this helps.
Thanks guys, you've given me plenty to work with. Looking forward to the first session.