Martial Power Source

The distinguishing feature of the Martial power source is that it is entirely non-magical. This may sound underwhelming in a high-magic, high-fantasy game like D&D, but it is also very important. Most people in the world have very little access to magic, and have to rely on their own personal strengths rather than any outside power. Heroes, of course, are not just anyone. Out of a dozen armsmen, only one might have the potential to achieve the pinnacle of combat prowess that is represented by the Fighter class. Despite how common the source of their power, Martial heroes are no less exceptional than their flashier counterparts.

Mechanically, the primary feature of the Martial power source is its focus on weapons. While classes from other power sources might dabble in weapon-play, mixing it with their own unique abilities, Martial characters devote their entire career to weapon use. Each of the three Martial classes has their own particular spin, of course. Rogues emphasize lighter weapons, while Barbarians prefer heavy two-handers or dual-wield. Fighters are the most versatile of the lot, able to use any weapon but with the option to specialize in a single type. In some cases, this predilection for weapons will be expressed by class features providing statistical bonuses. However, Martial characters also receive bonus feats related to weapon use which help them develop unique fighting styles. The sheer variety of feats in D&D NE will be one of the most important mechanisms for character building - while each class does roughly pigeonhole a character into a style, feats allow specialization into a wide variety of combat styles.

The Martial power source is also unique in its emphasis on combat maneuvers. Without fancy magic to learn, Martial characters have had the chance to get pretty good at this fighting thing. All Martial characters learn combat maneuvers. Maneuvers provide Martial characters with the variety that they lacked in many previous editions, breaking the normal pattern of move+attack/full attack/repeat, where weapon-users could do little more than make basic attacks over and over again. Like 4E's powers, maneuvers allow Martial characters to make the same sort of complex tactical decisions that spellcasters always used to face.