Vaalingrade
Legend
It's also important to understand the Battlemaster in the context of the Warlord situation.
In the D&D Next playtest what is now the Battlemaster was the base fighter. Fighters all got maneuvers and superiority dice and it was possible at that point for the various warlord builds to have been something you could build out of the fighter in subclasses.
But then came the Champion. The Champion is the simple, newbie friendly class that can't have interesting choices or abilities; it's got to be all passives. And a subclass can never replace or override class features for whatever design philosophy reason (the demon 'Simplicity', probably).
So the entire Fighter part of the fighter class got dumped to Battlemaster and there's not such thing as a subclass subclass. There's just two bad maneuvers to make up for four distinct mix and matchable suites of warlord abilities; no save boosting, not ally positioning, no sacrifice plays.
And for people who don't like or aren't familiar with the class, that should be enough. Part of the proud tradition of certain 'unwelcome' concepts being handed a subpar version that doesn't really reflect the desires of those who ask for it. I call these 'now shut up' options. Like the awful MadCatz controller you hand to your little brother when he wants to play your videogame that is guaranteed not to work and frustrate him into going away and leaving you alone.
In the D&D Next playtest what is now the Battlemaster was the base fighter. Fighters all got maneuvers and superiority dice and it was possible at that point for the various warlord builds to have been something you could build out of the fighter in subclasses.
But then came the Champion. The Champion is the simple, newbie friendly class that can't have interesting choices or abilities; it's got to be all passives. And a subclass can never replace or override class features for whatever design philosophy reason (the demon 'Simplicity', probably).
So the entire Fighter part of the fighter class got dumped to Battlemaster and there's not such thing as a subclass subclass. There's just two bad maneuvers to make up for four distinct mix and matchable suites of warlord abilities; no save boosting, not ally positioning, no sacrifice plays.
And for people who don't like or aren't familiar with the class, that should be enough. Part of the proud tradition of certain 'unwelcome' concepts being handed a subpar version that doesn't really reflect the desires of those who ask for it. I call these 'now shut up' options. Like the awful MadCatz controller you hand to your little brother when he wants to play your videogame that is guaranteed not to work and frustrate him into going away and leaving you alone.