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General Tabletop Discussion
*Dungeons & Dragons
Are some Fighting Styles worthless, and how could they be fixed?
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<blockquote data-quote="ECMO3" data-source="post: 9241510" data-attributes="member: 7030563"><p>I don't think changes to the fighting styles are going to do that, I think nerfing Archery and Dueling will make fighters (and even more so weaker martials) better balanced and closer to the average D&D classes and thereby improve balance overall. At the end of the day if you are considering level 1-20, fighter is #8 out of 13 classes overall, so it is not like they are at the bottom of the barrel and something that elevates them along with Paladin and Ranger, while leaving those below them behind, does not really improve balance overall, it makes it worse by making the average class even more powerful and further from the bottom.</p><p></p><p>If we want to balance "all classes" using the current combat mechanics, the only way to do that is give all classes spells.</p><p></p><p>Weapon combat and spell mechanics are very different in 5E and trying to balance classes that focus on one with classes that focus on the other is like trying to balance apples and automobiles. They aren't the same and there is no common way to measure it. Further there is wide variation based on level that comes into play as well. All the homebrew efforts and suggestions I have seen to achieve balance would either only be viable over a very small level range or only be viable when comparing 2 specific classes and would lead to wider and greater imbalance at another level range or with another class.</p><p></p><p>If we want to keep class identity where some classes don't have spells, then we would need to change the mechanics to be more like what we had in 4E where weapons and spells have similar mechanics and budgets and could be directly compared with fewer situational factors.</p><p></p><p>Either of these solutions could achieve very close balance, but I also think either of these solutions would be immersion-breaking and not make for a more fun game.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9241510, member: 7030563"] I don't think changes to the fighting styles are going to do that, I think nerfing Archery and Dueling will make fighters (and even more so weaker martials) better balanced and closer to the average D&D classes and thereby improve balance overall. At the end of the day if you are considering level 1-20, fighter is #8 out of 13 classes overall, so it is not like they are at the bottom of the barrel and something that elevates them along with Paladin and Ranger, while leaving those below them behind, does not really improve balance overall, it makes it worse by making the average class even more powerful and further from the bottom. If we want to balance "all classes" using the current combat mechanics, the only way to do that is give all classes spells. Weapon combat and spell mechanics are very different in 5E and trying to balance classes that focus on one with classes that focus on the other is like trying to balance apples and automobiles. They aren't the same and there is no common way to measure it. Further there is wide variation based on level that comes into play as well. All the homebrew efforts and suggestions I have seen to achieve balance would either only be viable over a very small level range or only be viable when comparing 2 specific classes and would lead to wider and greater imbalance at another level range or with another class. If we want to keep class identity where some classes don't have spells, then we would need to change the mechanics to be more like what we had in 4E where weapons and spells have similar mechanics and budgets and could be directly compared with fewer situational factors. Either of these solutions could achieve very close balance, but I also think either of these solutions would be immersion-breaking and not make for a more fun game. [/QUOTE]
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Are some Fighting Styles worthless, and how could they be fixed?
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