I reiterated my stance that the Battlemaster is what the Fighter should be. The Maneuvers system and superiority dice should be the baseline for the Fighter class (and really, many of the other melee classes) the same way that Spellcasting and spell slots ares the baseline for all the magic classes. And to throw that system by the wayside is just stupid.
As limited as the BM manuevers are, I have to agree. I think the idea of the 'advanced fighter' being an entirely separate class is an even better one, though. Especially as they've prettymuch burned the maneuvers-as-central-mechanic bridge already.
If you add these four archetypes to the four Fighter archetypes we already have (Champion, Battlemaster, Eldritch Knight, Banneret) and you ask someone "What's the underlying base mechanical assumption that gives all Fighter their iconic identity regardless of subclass?" what is our answer currently?
Action Surge and Second Wind.
It's really Action Surge & Extra Attack, IMHO. Without Extra Attack, Action Surge doesn't do much, and Second Wind becomes pretty trivial out of the lowest levels (and overly random then).
Now I'm sure some people are happy with that, because they thinks Fighters should have no individual identity. Personally though, I think that just makes the Fighter class almost superfluous.
Agreed on both counts. There has always been an unspoken bias against the fighter in the community - maybe it's because the fighter is a very physical archetype (the jock or bully of the fantasy genre) and the fanbase is notoriously nerdy, or maybe it's a reaction against the muscle-bound protagonists of Conan pastiche in the 70s & 80s?
So I made it quite clear in my survey that I much preferred the archetypes they had made previously for the Cavalier, Scout, and Monster Hunter that used the Maneuver and superiority die system of the Battlemaster as the mechanical baseline of all new Fighter archetypes. And in each case, they received a set selection of some already-in-existence Manuevers, but then also got additional new Maneuvers and features that they and only they got based upon the fluff and story of the archetype.
To compare that to the development of spell mechanics with caster classes, as you did above, though, it's rare that a spell gets added to a single sub-class, exclusively. Spells might be added for a sub-class, specifically, but they'll be added to the class list - and often other class's lists, as well. Since spells can be used to differentiate specific caster characters and paint different concepts, adding a few new spells can open things up. By locking down new mechanics in a single sub-class, this cross-pollination effect and the creativity it allows is stopped cold, and you get a strangely inappropriate silo'ing of comparatively mundane abilities.
And then finally... I also said that doing an end-around on the DMs who don't want to use Feats by making subclasses that have ostensibly unique features but are actually just giving them Feats automatically is really kinda cheesy.
I disagree. It's just another option. Feats & MCing are optional, but some concepts - like the fighter/magic-user - are supported regardless (by a feat, and by MCing, and by a sub-class, so it's available unless the DM uses neither of the first two and bans the last). Apparently they feel that a very lethal archer is comparable central to the D&D feel, and want to give every opportunity for it to be included. For the DM who excluded feats to avoid complication and unintended synergies, the sharpshooter archetype might be OK - one who just doesn't want overpowered archers just won't add that archetype to his campaign.
You'd also be stuck with the Battlemaster's lame capstone; and you'd have no way to model abilities on anything but a short-rest basis. Most of the Knight's interesting stuff is in fact at-will.
Nod. The fighter chassis just doesn't leave a lot of design space for something like an extensive maneuver system, the BM is barely squeezed in as it is, expanding it must seem ill-advised. Variations on the Champion (which the Knight could easily be) might have been a better way to go, with an entirely separate martial class for the more 'complex' options...(...let's see, what other martial class was in a prior-edition PH1? Oh, yeah, the
Warlord!)
Multiattack gets pretty interesting when you start using it for something other than just hitting the enemy. Push/grapple/disarm
We could definitely use more attack-equivalent rather than Action-requiring combat options.