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D&D (2024) 4/26 Playtest: The Fighter

That's no what I mean.

I mean having the spell polymorph and conjure animals known but only having one prepared. You wouldn't completely ignore the other one as if it doesn't exist.

Also, if the problem is the fiction of having multiple weapons on you...the fighter in the 5e PHB has a sword, spear, shield, and two scimitars.

Actually, I did a simple google of DnD fighter and the first image is this:


The second is this:


And the third is this:


Every one of them is carrying different weapons on them and they don't look like a golfbag caddy fighter at all. Seem like bog standard fighter characters imo.

This is what we're trying to avoid:

manatarms.jpg
 

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Chaosmancer

Legend
At level 1 you can push 10' per turn
At level 17, you can push 40' per turn

Maybe that's not "new" but it does scale with more attacks.

There are 9 masteries, You referred to a single one. Let's check the others.

  • Cleave doesn't allow for more attacks, it is one extra attack from 1 to 17
  • Flex damage doesn't increase from 1 to 17, it is just the single die step
  • Graze doesn't do more damage, it is always ability mod from 1 to 17
  • Nick doesn't allow for more attacks, it is just the single attack without a bonus action
  • Sap, well disadvantage doesn't stack. I suppose you could spread out that disadvantage, but when surrounded by four enemies, I'll let you ruminate on the efficacy of spreading your attacks like that.
  • Slow specifically prevents you from stacking it, so again, your best way to do so is to spread your attacks to multiple targets.
  • Topple, you can't knock a target super-prone, so your only way of improving it is to spread your attacks to multiple targets
  • Vex always just gives advantage on your next attack.

So... you literally picked the ONLY mastery that can stack with itself, and tried to say that was the standard for all of them. Where as five of them don't stack or improve at all, and three of them only "improve" by spreading your atacks to multiple targets, which is a tactically poor choice in nearly all instances.
 

Chaosmancer

Legend
Barbarians, Paladins, and Monks can't use all of their options with ranged attacks. All else being exactly equal, a fighter is better with a bow than any of the others even without a single push for optimization in that direction.

Paladins absolutely can use all their options with a ranged attack. Divine Smite now works on weapon attacks. Barbarians can't, but they can use them with thrown weapons. Also Rangers can use all their options with a ranged attack, weird you didn't talk about them.

And, I'm sorry, was the standard "at least you are contributing" or was the standard "optimized"? Because you seem to be back peddling here.

A barbarian can't add their rage damage to their longbow and they don't get the option to gain a mastery in it.

Um.... oh wow... they limited barbarians to melee only? That's stupid. Still, the standard wasn't "can use all of their abilities" the standard was "at least contribute" are you saying a barbarian with a Longbow is not contributing to the fight against the dragon?

A paladin can't smite with a ranged weapon.

Yes they can.

And while we haven't seen the new monk yet, we can extrapolate that they will also not be able to use their martial arts at range or their other ki-based abilities (if ki is making a return, which...it will at least on a conceptual level).

Or we could extrapolate the other way, because Kensei are a thing, and there is no reason not to. But again, what was your standard here? Because you said "True, you're not at your best, maybe not even at your baseline, but you're at least contributing."

A monk using a bow to attack isn't at their best. They aren't at their baseline. But they are contributing. That was your standard.

A fighter can use all 4 of their extra attacks with bows. They can use their manuevers with bows. They can take weapon mastery with bows.

Unlike the other classes, all of the fighter's abilities are completely agnostic to their combat style.

Fighter's don't have maneuvers. That is Battlemasters, and we don't even know if they will keep them. Monks, Barbarians, Paladins and Rangers can also use all of their attacks with a bow, nothing prevents them. And Fighter's can only use mastery with a bow if they take mastery with that bow, and frankly, I will push for barbarians to be able to get that as well, because there is no reason not to have it.
 

Chaosmancer

Legend
Here's a Q

Wouldn't having to manage 1 weapon with 2 Masteries be easier that managing 2 primaary weapons with 1 Mastery each?

A battleaxe with Flex, Push and Topple is easier to manage for a new player or tired player than a Batleaxe with topple and a Longsword with Flex, and a Warhammer with Push.

I mean a level 7 Fighter has 4 Mastery. Assuming melee that allows Mastery in 3 primary melee weapons and mastery in 1 ranged weapon

Y not this
  • Battleaxe: +7 1d8+6 damage plus Target is knocked Prone
  • Battleaxe: +7 1d10+6 damage
  • Battleaxe: +7 1d8+6 damage plus Target is pushed back 10 feet
  • Longbow: +5 1d8+2 damage plus Target's Speed is decreased by 10 feet
over that
  • Battleaxe: +7 1d8+6 damage plus Target is knocked Prone
  • Longsword: +7 1d10+6 damage
  • Warhammer: +7 1d8+6 damage plus Target is pushed back 10 feet
  • Longbow: +5 1d8+2 damage plus Target's Speed is decreased by 10 feet

Yeah, I think I like the idea of being able to put multiple masteries on a single weapon, or spread them out as desired. I think that is much cleaner.
 

Chaosmancer

Legend
I am still a firm believer that even after the changes made with this playtest that unless they give all fighters something like three maneuvers known and two superiority dice as well as add the out of combat manuvers that were added into Tasha's the fighter just falls short from what they need to be.

Yeah, the more I think about it, giving all fighters manuevers and letting them have combat and non-combat manuevers really seems like a better way forward.
 

mellored

Legend
However its in the wrong way.

  1. Vex is only for Finesse or Ranged Weapons and OP
  2. Cleave only works with Heavy weapons and relies on being ina mob of foes
  3. Graze is weak
  4. Push relies on a feature not part of the class.
  5. Flex is bad.
Each weapon is supposed to be different. And putting Vex on Dex weapons while cleave is on heavy ones makes it feel different.

Quick math, assuming 50% to-hit, and ignoring crits.

Graze: +4 damage, 50% of the time, means +2 on average.

Vex: 1d8+4 * (.75 chance to hit this attack * .25 increase in accuracy next attack) 0.1875 = +1.59375 damage
*you also don't get this in the first attack.

Flex: +1 damage, +.5, is +0.5
 

mellored

Legend
There are 9 masteries, You referred to a single one. Let's check the others.

  • Cleave doesn't allow for more attacks, it is one extra attack from 1 to 17
You have to hit to trigger cleave.
More attacks = more chances to trigger it.
  • Flex damage doesn't increase from 1 to 17, it is just the single die step
+1 * 4 attacks =+4 damage
Still way too weak, but that's still scaling.
  • Graze doesn't do more damage, it is always ability mod from 1 to 17
More attacks = more graze.
  • Nick doesn't allow for more attacks, it is just the single attack without a bonus action
Yea. This one doesn't scale.
But you can use vex for the first attacks, and nick for your last one.
  • Sap, well disadvantage doesn't stack. I suppose you could spread out that disadvantage, but when surrounded by four enemies, I'll let you ruminate on the efficacy of spreading your attacks like that.
  • Slow specifically prevents you from stacking it, so again, your best way to do so is to spread your attacks to multiple targets.
  • Topple, you can't knock a target super-prone, so your only way of improving it is to spread your attacks to multiple targets
These requires a hit. So more attacks, more chances to hit (or fail a save).
  • Vex always just gives advantage on your next attack.
More attacks, more advantage.

You litterally only have 1 that doesn't improve.

Also, you can switch easier at higher levels. So if you hit with cleave on your first attack, you can graze on the rest.
 

Chaosmancer

Legend
You have to hit to trigger cleave.
More attacks = more chances to trigger it.

So? That's not "more control" that's like saying I've improved sneak attack by dual-wielding. I've made it more likely to activate sneak attack, but I haven't improved it at all.

+1 * 4 attacks =+4 damage
Still way too weak, but that's still scaling.

Careful you don't hurt yourself stretching like that. Yes, by this logic my +1 magical blow dart gets more powerful when I get more attacks. But it doesn't, I just get more attacks.

More attacks = more graze.

No, it doesn't. Is this seriously your response to all of them? Just "but I made more attacks, and more attacks is more activations of the effect, therefore better effect!"

These requires a hit. So more attacks, more chances to hit (or fail a save).

More attacks, more advantage.

You litterally only have 1 that doesn't improve.

Also, you can switch easier at higher levels. So if you hit with cleave on your first attack, you can graze on the rest.

OKay, yeah, that was basically your entire argument. No. More attacks does not mean that the abilities you use on that attack have improved. Nothing has changed except you get more attacks. It is literally the same issue the fighter has always had.
 

mellored

Legend
So? That's not "more control" ...
Nothing has changed except you get more attacks. It is literally the same issue the fighter has always had.
I never said it was more control, or gave you a new ability.
I only said they scaled.

This is the Champion fighter. It's supposed to be simple to play, not change tactics as you gain levels.

It may not be exciting to you (or me), but it's the most popular class.

If you want to push further, shoot around corners, save allies from at the last second... check out the warlock.

Or perhaps the battle master will have high level maneuvers.
 

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