Okay, caught up, and there are a lot of angles here.
First, a few of the Masteries.
Cleave is mostly great, I love it... but it should allow you to make the extra attack against any creature in your reach, It already only activates if you have two creatures in melee range with you, but as it is currently worded, if those creatures literally just stand 5 ft apart, cleave is rendered useless. That is WAY too niche.
Graze is great, I just want to note that.
Nick is.... weird. The thing is, I find it is most useful for the people who will be getting masteries (ranger, paladin, monk) rather than those who are currently getting it. Though, if Barbarians got fighting styles, that would be different.
Push is okay, but I have no idea why it is so limited. I can't push with a mace? With a Flail? Why not?
Sap is actually really cool. I like it a lot. But it can't stack, meaning it is very limited in usefulness.
Topple is just allowing you to deal damage with something you can already do. Remember, all unarmed strikes now have the ability to knock prone and use the same exact formula. It is nice to have the damage, but this isn't something that cannot otherwise be accomplished by the fighter.
Vex? Vex is a
problem. Has anyone taken a close look at what weapons have Vex? Handaxe, Shortbow and dart are fine, but what about Rapier and the
Handcrossbow? Now, I admit, the Handcrossbow's superiorty as the best fighter build in the game has been challenged by the nerf to Sharpshooter, but I am very nervous about this ability to have constant advantage on every attack for dex-based fighters. Because note, the Vex property can only be applied to ranged weapons, light weapons, or finesse weapons. Meaning only things like the d6 handaxe can use it for strength characters.
But, where I get confused are the level 7 and 13 abilities. At level 7, you can take any weapon you have a mastery for, and swap for a different, compatible mastery. The issue is, is that at best you are looking at this being the equivalent of a +1 or +2 to damage. Like, if you have a Pike with Push, cleave or graze are useless to put on it because you could just grab a halberd or glaive instead. It can't have flex, it can't have nick, it can't have vex. So you are really looking at only sap, slow or topple. And if you want topple, you don't want the reach, so just switching to the higher damage maul makes since, and slow is REALLY situational. Meaning you are only looking at Sap.
And the difference between a weapon with sap and one of the polearms is literally +1 damage and reach. Sap is very good, but it can't stack. So by the time I have 4 weapon masteries, is it worth it to have one floating? It is hard to see a lot of value here.
And the 13th level ability... man, I wanted to love this when I heard about it. But I can't. You have to decide which property before you swing. So Graze is useless, because you have to be assuming you will miss. And since it is so easy to swap weapons, why not simply switch from one weapon to another between attacks? It would be so much better if you could apply both masteries. I mean, seriously, we are 13th level, why can't I graze and cleave? That is like the minimum amount of cool I could hope for.
But the thing that really gets me, is that the Fighter is once more severely lacking in anything beyond skill proficiencies... but they aren't even the best at damage. We know, for a fact, that more classes in the Expert and Priest groups will get masteries. That means Rangers and Paladins. And when I did some baseline work?
Here is a projected level 5 and 11 for all four martial classes. I'm keeping ASI's the same for right now, just showing abilities.
Sword and Board | | | | |
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Class | 5th level base | 5th level resource | 11th level base | 11th level resource |
Hunter Ranger | 2d10+1d8+10 (25.5) | 2d10+2d6+1d8+10 (32.5) | 2d10+1d8+10 (25.5) | 2d10+2d6+1d8+10 (32.5) |
Devotion Paladin | 2d10+10 (21) | 2d10+10+3d8 (34.5) | 2d10+2d8+10 (30) | 2d10+2d8+10+4d8 (48) |
Champion Fighter | 2d10+10 (21) | 2d10+10 (21) x2 (42) | 3d10+15 (31.5) | 3d10+15 (31.5) x2 (63) |
Berserker Barbarian | 2d10+6 (17) | 2d10+2d6+10 (28) | 2d10+6 (17) | 2d10+3d6+12 (33.5) |
Not shown? The Berserker has high accuracy due to Reckless, but gets hit more. The Champion has an improved crit range
Greatweapon | Includes feat | | | |
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Class | 5th level base | 5th level resource | 11th level base | 11th level resource |
Hunter Ranger | 4d6+1d8+9 (27.5) | 4d6+2d6+1d8+9 (34.5) | 4d6+1d8+10 (28.5) | 4d6+2d6+1d8+10 (35.5) |
Devotion Paladin | 4d6+9 (23) | 4d6+9 +3d8 (36.5) | 4d6+2d8+10 (33) | 4d6+2d8+10+4d8 (51) |
Champion Fighter | 4d6+9 (23) | 4d6+9 (23) x2 (46) | 6d6+13 (34) | 6d6+13 (34) x2 (68) |
Berserker Barbarian | 4d6+9 (23) | 4d6+13+2d6 (34) | 4d6+10 (24) | 4d6+16+3d6 (40.5) |
Not shown beyond what wasn't shown last time? Everyone except the Barbarian has the fighting style that re-rolls 1's and 2's, which increases their damage by 1 to 1.5 I think the math was.
Ranged -> Basically the same as above, but the Barbarian sucks | | | | |
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Now, this may seem right to a lot of people. The Fighter doing good on the baseline, even has higher baseline damage by 11th level than anyone other than the paladin.
But Everyone other class has far better out of combat utility (healing, spells, expertise, Primal Knowlege) and every other class we assume uses their resources in combat, and we very rarely see enough combats in a day that the ranger and Paladin will completely run out of resources and still have multiple combats to go. Maybe the Barbarian because everything is tied to rage, and you get so few of those, but at the end of the day, the Fighter isn't the best at dealing damage except for action Surge. And Action Surge is great, but much more limited than the other resources.
Heck, the Paladin's smites which are almost matching the Fighter's action surge are ALSO giving allies between 6.5 and 7.5 temp hp. So they are healing and damage dealing at the same time. And they have access to spells to improve their out-of-combat utility, and they have access to flight with no DM fiat. Rangers can turn invisible. Barbarians have massive damage reduction.
Are we going to look at the Fighter's action surge and say that that damage, which gives them a single burst 1 per rest, is enough to counter-act all the utility of these other classes? I don't think it is. I think the Barbarian and the Fighter need just a bit more, because they don't deal SO much more damage (and in the barbarian's case, only the Berserker ability is keeping them relevant) as to counter-act the weight on the other side.