I like initiator classes. I do not play initiator classes because my DM banned them after my first one.
This banning was the direct result of how easy it is to get better than 3d6* damage dice on a strike at level 1. I was one-shotting level appropriate enemies even after the DM ruled that my one-handed discipline weapons couldn't be used two-handed during a strike.Do you think the initiator system is overly complicated and difficult to use?
If yes, then in what ways is it flawed?
Accordingly, the obvious flaw is that level 1 strikes and stances do too much damage.
I didn't get into the 'overly complicated' part because that character was killed with prejudice at a low level, before getting any decent counters; playing with only one stance and a small maneuver library is fairly straightforward. However, I'd be more concerned about complexity if I were trying to loop maneuvers as a Warlord.
*I didn't go higher than 3d6+lots on that character. But a Black Seraph out of the box can go as high as 4d6+1d8 (+ 1.5*Str) using only level 1 maneuvers, enough to routinely one-shot most CR2 monsters.
Insufficient data. But I'm not fond of 'MORE STUFF' as a design principle; I'd rather see utility modded into existing maneuvers.Which of the following things would you like to see more of?