I was looking at some of the combat options in the DMG, and some of them seem neat, but either significant balance changes or things that would require a lot of tracking. So, thoughts on:
Climb onto a Bigger Creature: being able to spend an action to get advantage on attack rolls and also give a creature penalties to attack you (with the ways to remove that effect being costly and reasonably likely to fail) seems on the strong side for a free effect, it's much better than grapple. Not sure it's worth a feat, though. Maybe change advantage to disadvantage (on the theory that riding a creature that doesn't want to be ridden is actually a lot of work).
Disarm, Overrun, Shove Aside, Tumble: I don't see a reason to make any of these a feat, but could be persuaded I'm wrong.
Mark: potentially hilarious with polearm mastery (hit a couple things then move back), and pretty good all by itself, plus letting everything use marking would be a giant bookkeeping hassle.
Mark could make the basis of an interesting alternative to Sentinel. One would probably need to do more than simply copy 'Mark' into its own feat, but the idea of a character being able to take an opportunity attack without expending its reaction opens up a lot of potentially interesting plays.
The others would do better, methinks, if tied to specific skills/classes rather than shoved into feats. Overrun and Shove Aside could require proficiency in Athletics (or a martial class), while Tumble could require proficiency in Acrobatics (or a Dexy class like Ranger, Monk or Rogue). Even if you have a naturally high modifier, if you don't have the specific, focused training represented by the proficiency, you can't try the more advanced maneuver. Disarm could be tied to martial weapon proficiency - if you haven't been trained in advanced combat techniques, you're not able to make use of Battlemaster-esque abilities like Disarm.
Not sure on whether they need to be feats or not, but I think an option for a martial to silence some one would be useful, for either silently taking out a guard or dealing with casters. Balancing it for casters would be tricky though as if they don't have a chance to break it, it would be completely overpowering. Maybe be it requiring one hand to grapple and one to silence might work, it takes the caster out of the equation but outside of a couple of rarely used races with extra limbs it would severely limit the grapplers damage output. If not enough maybe make it a slight of hand check to make it slightly more difficult for a character to be effective at both grappling and silencing.
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I was looking at some of the combat options in the DMG, and some of them seem neat, but either significant balance changes or things that would require a lot of tracking. So, thoughts on:
Anyone have experience with those rules?
Mark could make the basis of an interesting alternative to Sentinel. One would probably need to do more than simply copy 'Mark' into its own feat, but the idea of a character being able to take an opportunity attack without expending its reaction opens up a lot of potentially interesting plays.
The others would do better, methinks, if tied to specific skills/classes rather than shoved into feats. Overrun and Shove Aside could require proficiency in Athletics (or a martial class), while Tumble could require proficiency in Acrobatics (or a Dexy class like Ranger, Monk or Rogue). Even if you have a naturally high modifier, if you don't have the specific, focused training represented by the proficiency, you can't try the more advanced maneuver. Disarm could be tied to martial weapon proficiency - if you haven't been trained in advanced combat techniques, you're not able to make use of Battlemaster-esque abilities like Disarm.
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Not sure on whether they need to be feats or not, but I think an option for a martial to silence some one would be useful, for either silently taking out a guard or dealing with casters. Balancing it for casters would be tricky though as if they don't have a chance to break it, it would be completely overpowering. Maybe be it requiring one hand to grapple and one to silence might work, it takes the caster out of the equation but outside of a couple of rarely used races with extra limbs it would severely limit the grapplers damage output. If not enough maybe make it a slight of hand check to make it slightly more difficult for a character to be effective at both grappling and silencing.