Excerpt from the Afflicted. Note: Vexir is a 3rd level Fighter Battlemaster:

It was Vexir's turn. Harpy 3 landed just in time for her to snap out of her funk. Her eyes narrowed at the creature, and she attacked. She was within melee range of the Harpy, along with Ryth-Shan, so Vexir gained advantage for flanking. She rolled a Natural 20 and 1. Critical hit! She used Menacing Attack and added 1d8 to her roll. Since she got a Critical hit, that meant she rolled 2d12+2d8+2 for damage. She rolled a total of 25 damage as she roared in fury. The Harpy had 14 HP remaining. The monster then had to make a Wisdom save or be frightened. She rolled a 12. Success. The Harpy barely resisted being frightened.

Vexir then used Action Surge. She rolled a 2 and 11+4=15. Hit. She used another superiority die. 1d12+1d8+2. She rolled 5+2=7. Harpy 3 was down to 7 HP. She rolled another Wisdom save and succeeded with a 16.


Now, if I were to take Vexir and level her up to level 7, she'd have "Know Your Enemy" special ability. If she spends 1 minute observing or interacting with another creature outside of combat, she can learn certain information about its capabilities compared to her own. The DM tells her if the creature is her equal, superior, or inferior in regards to two of the following characteristics of the player's choice: Strength, Dex, Constitution, Armor Class, Current HP, Class Level, Fighter Level.

This could be implemented into BG3 even without time being a thing. Just basically allowing the fighter to gain this knowledge against enemies on the fighter's first turn without requiring 1 actual minute of observing. The fighter just automatically knows the enemy's strengths. In order to do this, Larian would need to stop letting everyone know all of the stats of every enemy they face.

Levels 7 and 10 also allow the fighter more maneuvers and more superiority dice. The more maneuvers and superiority dice, the more OTHER abilities besides just hitting things that they have to choose from.

Combat maneuvers that you SHOULD be able to choose from when building a Battlemaster:

Commander's Strike, Disarming Attack, Distracting Strike, Evasive Footwork, Feinting Attack, Goading Attack, Lunging Attack, Maneuvering Attack, Menacing Attack, Parry, Precision Attack, Pushing Attack, Rally, Riposte, Sweeping Attack, Trip Attack, Ambush, Bait and Switch, Brace, Commanding Presence, Grappling Strike, Quick Toss and Tactical Assessment. And that's just the Battlemaster's abilities.

So, as you can see, the higher the levels the more maneuvers the fighter has to choose from out of the list above and the more superiority dice they can use to activate those maneuvers. Thus, giving MORE maneuvers to fighters early game will only make them even more unbalanced for later because they will have even more abilities than they already currently possess. On top of that, by giving them maneuvers they shouldn't have via weapon abilities, they negate a fighter's ability to gain some of those maneuvers later via their maneuvers. Thus, they break the system.

Seriously. I'm not saying 100% D&D 5e, but I have to continue to caution out here that the more they create homebrew rules the more they break things and later will have to somehow try to fix them. Patience, people. Think of classic RPG games. Any time you start, you don't have a ton of special abilities and traits. You gain them throughout the course of leveling up so that the Level 10 Fighter could easily beat the crap out of lots of enemies while the Level 1 Fighter can barely hold their own against a few goblins.