Southernskies wrote:
Having worked through a build now, I can say the Tactician is actually *better* in a group setting than the Battlemaster.
Battlemaster abilities are all effectively single target and powered by its 4 Superiority die (6 at high level).
Tactician gets 3 Tactical Points (6 at high level) plus <Int> Command Die . In addition, your Command die rises from 1d6 to 1d12 faster than the Battlemaster rises from 1d8 to 1d12. Tactician also regains either one (their choice) from L15 onwards when scoring a crit.
The Command Die is a *lot* more flexible than Battlemaster Maneuvres (on par with Bardic Inspiration die), even if your ally needs to follow your suggestion.
Then there are the area effect Manoeuvres! Rallying Cry is *the* maneouvre to have.
(I expect errata on that, as it does not give Temporary Hit Points, so stacks currently!)
Strike the Rod is similarly good (not as effective as Paladin Aura of Courage, but 60' radius!) (again, the radius will probably get errata).
My third choice is Stand your Ground. Wizard about to get swarmed under by minions? "Stand your Ground, Wizard!" and give them Resistance to damage until you can get there.
If you are "all about me", the Battlemaster is the choice; if you support the party, Tactician is a far superior option.
*taking notes* any other feedback about the class?