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And Lo, the Fighter Did Get a Shtick of his Own... COMBAT SUPERIORITY!
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<blockquote data-quote="I'm A Banana" data-source="post: 5980744" data-attributes="member: 2067"><p>They've been talking about having a unique mechanical hook <em>for each class</em>. The text of the article suggests that increased damage was part of the hook for the Fighter class, but that this failed to distinguish the fighter enough in the minds of many folks (which is probably about in line with what they expected).</p><p></p><p>So I think it'll be a Fighter thing up until they introduce multiclassing and it becomes an everybody-but-not-quite-as-good-as-the-Fighter thing. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Paladins, barbarians, and the rest don't need 'em. Barbarians, for instance, have Rage as an iconic ability and they can do awesome things while Raging (which is already a little Vancian/"daily uses" in style). Paladins are a little more vague, but going in a Smite-centric (or even a Charge-centric) way wouldn't be out of the realm of possibility. Rangers get archery and/or TWF ninja skills (and/or perhaps become 5e skrimisher-style scouts). </p><p></p><p>So "combat superiority dice" become the Fighter's unique schtick. A little generic, very flexible, swap your damage for kewl moves. Barbarians hit hard, but they don't have kewl moves. Paladins fight with a sword-and-board, but unless they multiclass, they don't have kewl moves. Rangers get two weapons, but if you want to be a whirlwind of ginsu death, you might want to at least dip into Fighter.</p><p></p><p>Part of this will depend on how 5e wants to do multiclassing, but I'm fairly confident that it'll be better than what we had a year ago. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5980744, member: 2067"] They've been talking about having a unique mechanical hook [I]for each class[/I]. The text of the article suggests that increased damage was part of the hook for the Fighter class, but that this failed to distinguish the fighter enough in the minds of many folks (which is probably about in line with what they expected). So I think it'll be a Fighter thing up until they introduce multiclassing and it becomes an everybody-but-not-quite-as-good-as-the-Fighter thing. ;) Paladins, barbarians, and the rest don't need 'em. Barbarians, for instance, have Rage as an iconic ability and they can do awesome things while Raging (which is already a little Vancian/"daily uses" in style). Paladins are a little more vague, but going in a Smite-centric (or even a Charge-centric) way wouldn't be out of the realm of possibility. Rangers get archery and/or TWF ninja skills (and/or perhaps become 5e skrimisher-style scouts). So "combat superiority dice" become the Fighter's unique schtick. A little generic, very flexible, swap your damage for kewl moves. Barbarians hit hard, but they don't have kewl moves. Paladins fight with a sword-and-board, but unless they multiclass, they don't have kewl moves. Rangers get two weapons, but if you want to be a whirlwind of ginsu death, you might want to at least dip into Fighter. Part of this will depend on how 5e wants to do multiclassing, but I'm fairly confident that it'll be better than what we had a year ago. ;) [/QUOTE]
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And Lo, the Fighter Did Get a Shtick of his Own... COMBAT SUPERIORITY!
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