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Martials should just get free feats
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<blockquote data-quote="ECMO3" data-source="post: 8993569" data-attributes="member: 7030563"><p>5e changed this a lot. Just look at how the rules work with the examples you gave.</p><p></p><p>You have many fighters who can't wield the best weapons because they are dex based and dumped strength or are small and the best weapons aren't available without substantial penalties. You also have fighter builds that can't take a lot of hits, they do get a d10 hit dice, but without investment in constitution that is not going to be enough.</p><p></p><p>While every cleric can heal, a lot of clerics in the game do not heal as a build choice and do not prepare a lot of healing. That is common place in 5E, they may carry around a healing word to bring up a downed player, but the Cleric is often not much of a healer at all in play and players either need to rely on other characters (in some cases other clerics, in some cases other classes), their own abilities or potions to fulfil the need for healing. On the other side of a coin a Cleric can easily be built to scout and open locks. A Cleric with a high Dex and criminal background is going to be good at scouting, and good at opening locks. As good at those things as the Rogue who puts his expertise elsewhere. You can pick Trickster and at 3rd level when pass without trace comes online he becomes superb at scouting, and things like Prodigy or skill expert can let him do even better.</p><p></p><p>A Rogue flying over Lava merely requires a flying race and a character of any race can pick up Magic Missile on a feat by 4th level. a Rogue specifically can pick it up on a subclass at 3rd level.</p><p></p><p>All of these builds you mention are available! As a class those base classes - Fighter, Cleric and Rogue offer options to maximize in melee, healing and scouting respectively but that is no reason to restrict other classes from doing that, or to make those other builds irrelevant by making the classes too good at it.</p><p></p><p>The fact that you can do these things is central to 5E game design and a huge improvement over previous versions of the game where you couldn't.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8993569, member: 7030563"] 5e changed this a lot. Just look at how the rules work with the examples you gave. You have many fighters who can't wield the best weapons because they are dex based and dumped strength or are small and the best weapons aren't available without substantial penalties. You also have fighter builds that can't take a lot of hits, they do get a d10 hit dice, but without investment in constitution that is not going to be enough. While every cleric can heal, a lot of clerics in the game do not heal as a build choice and do not prepare a lot of healing. That is common place in 5E, they may carry around a healing word to bring up a downed player, but the Cleric is often not much of a healer at all in play and players either need to rely on other characters (in some cases other clerics, in some cases other classes), their own abilities or potions to fulfil the need for healing. On the other side of a coin a Cleric can easily be built to scout and open locks. A Cleric with a high Dex and criminal background is going to be good at scouting, and good at opening locks. As good at those things as the Rogue who puts his expertise elsewhere. You can pick Trickster and at 3rd level when pass without trace comes online he becomes superb at scouting, and things like Prodigy or skill expert can let him do even better. A Rogue flying over Lava merely requires a flying race and a character of any race can pick up Magic Missile on a feat by 4th level. a Rogue specifically can pick it up on a subclass at 3rd level. All of these builds you mention are available! As a class those base classes - Fighter, Cleric and Rogue offer options to maximize in melee, healing and scouting respectively but that is no reason to restrict other classes from doing that, or to make those other builds irrelevant by making the classes too good at it. The fact that you can do these things is central to 5E game design and a huge improvement over previous versions of the game where you couldn't. [/QUOTE]
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