Yama Dai O
First Post
I like the Fighter because of its simplicity. It is one of just two classes that offer beginners and players not interested in complex mechanics a way to easily participate in the game.
Well, if it have that kind of attitude, and the range of choice of fellowship members that allows picking between multiple variants of the same role, I'd be asking myself: "Do I really need an Archer?"Ask yourself this question, from the perspective of your character:
If you have a choice between recruiting a competent archer who is also a skilled orator and diplomat, or a better archer who may be a bit rough around the edges but is significantly more accurate, and you already have a skilled and talented diplomat in the party who can talk circles around the first guy, then which of the two do you invite into your Fellowship when the fate of the world rests on your success?
Is that the way your group generally plays? Ours usually has all characters participating in social scenes, and whoever makes the suggestion or poses the question is the one who's skill is rolled.Somebody upthread asked where you draw the line between a character being useful, or not, in any given area. How much of a bonus do you really need before the Fighter feels like they're contributing? The answer is that they need to be better than anyone else in the party, because generally speaking, only one person gets to try first at any important task (and failure often precludes anyone else from trying). Even though the Sorcerer might only have +5 to social checks over the trained-but-not-talented Fighter, and even though a moderately-talented Fighter might shrink that margin to +3 or even +2, neither of them will be called to make those checks while the Sorcerer is around.
I believe that the Fighter is expected to spend those ability boosts wherever the player wants to put them. If the player wants their fighter to be better at something, or feels that they are lacking in an area, and that lack is crimping their enjoyment, then they will spend it accordingly.One of the balance issues with the game is that the Fighter is expected to spend those extra ability boosts on picking up some exploration or social slack, but due to the way the d20 system works and given how small the bonus is when you just increase a stat, it's rarely worth doing so. A bonus of +3 to social checks, for a Fighter who throws a significant amount of resources into being Charismatic, will only ever matter three times in twenty.
Ask yourself this question, from the perspective of your character:
If you have a choice between recruiting a competent archer who is also a skilled orator and diplomat, or a better archer who may be a bit rough around the edges but is significantly more accurate, and you already have a skilled and talented diplomat in the party who can talk circles around the first guy, then which of the two do you invite into your Fellowship when the fate of the world rests on your success?
Somebody upthread asked where you draw the line between a character being useful, or not, in any given area. How much of a bonus do you really need before the Fighter feels like they're contributing? The answer is that they need to be better than anyone else in the party, because generally speaking, only one person gets to try first at any important task (and failure often precludes anyone else from trying). Even though the Sorcerer might only have +5 to social checks over the trained-but-not-talented Fighter, and even though a moderately-talented Fighter might shrink that margin to +3 or even +2, neither of them will be called to make those checks while the Sorcerer is around.
One of the balance issues with the game is that the Fighter is expected to spend those extra ability boosts on picking up some exploration or social slack, but due to the way the d20 system works and given how small the bonus is when you just increase a stat, it's rarely worth doing so. A bonus of +3 to social checks, for a Fighter who throws a significant amount of resources into being Charismatic, will only ever matter three times in twenty.
I like the Fighter because of its simplicity. It is one of just two classes that offer beginners and players not interested in complex mechanics a way to easily participate in the game.
What kind of bonuses are people expecting for the fighter to be good in the exploration and social pillar?
Let’s take a stab at the three subclasses in the PHB. Maybe I’ll look at the name and expand upon them a little bit better:
Champion
What does champion mean? They’re the best. What’s something champions share? Their people like them. Whether they’re athletes or war heroes or whatever, the common people love a champion. As a ribbon, give them some type of social advantage with common folk. Yes, this overlaps a bit with Folk Hero, but the two would stack. Your town loves you, your enemies fear you. Combined with their half proficiency on physical checks (which should stack with proficiency), they’d have an edge in exploration too.
Battle Master
What is the Battle Master? Their artisans tool proficiency makes me think of a literal artist, an artist of war, a martial artist. Their level 7 size up their opponents ability is really good and flavorful. Give it some more oomph. Let it be used a little faster. Make them especially intimidating to other warriors. Expand upon the maneuvers and have some that can work out of combat (bonus to intimidate, bonus to athletics or acrobatics).
Eldritch Knight
Yeah, they have spells, but I doubt they’ll be using them out of combat. I’m really at a loss here. Maybe give them free Arcana proficiency (because it’s really weird they don’t have it). Just a bone of a ribbon.
Fighter Feat Fallacy alliterates, though. I think that's a little cooler.The extra feat fallacy?
"Saving Throws," not "non-AC defenses." Just because they're not AC, and they're used defensively, is no reason to go calling 'em that. ;P And they're bonus ASIs, they're usable for feats only if that optional rule is in useMy Non AC defences are bad - Use your extra feats
etc.
The second bonus ASI is at 14th, so you wouldn't get it at all in a campaign that went to 12th. APs often go to 15th, so not only would you get to enjoy your 5th-priority use of an ASI for a whole level, there'd be no level 16 ASI for others to play catch-up with.Now the first issue is obvious, you only get 2 extra feats.......well sort of. WoTC numbers showed that most games go up to 12th level meaning you get 1 extra feat half way and the second right at the end where it does not impact as much as it should.
The D&D-Next-Playtest claim was that the fighter would be "Best at Fighting (with weapons, before magic)," not THE Best at Combat. Combat is much broader than fighting (with weapons). The fighter can be best at fighting with weapons, leaving room for the Monk to be best at fighting without weapons and for the Warlock, Wizard, Land Druid &c to duke it out for Best at Combat Using Spells.The second issue is that the Fighter sacrifices ability in the Exploration and Social Pillars to be "The Best" in Combat, so it should be ahead in combat by default not by spending it's limited resource. This is of course if feats are allowed in your game, feats being optional and all.
Aside from the above, yes, it's true that the fighter falls short in more than two areas, and that a mere two bonus ASIs are offered as a solution in each case. While two ASIs may be considered adequate to make up a shortcoming in one area (arguably, in some, even devoting both to it wouldn't be a enough), they clearly can't be used on all of them at once.I am interested to hear the thoughts of others on this.
You're as good as anyone else with the Noble Background and a 14 CHA, but you're not nearly as good as someone with Noble Background, a 16-20 CHA (CHA is a top-priority stat for several classes), and spells and other class abilities that directly apply in that pillar.Like, if I take the noble background (history, persuasion skills) and throw a 14 in Charisma, how am I not good at the social pillar? Do I need to have something to charm someone or automatically adjust their reaction to me from hostile to friendly?
Nod. And when comparing classes, you needn't compare character, just the actual classes. A simple ceteris paribus assumption.A character is more than a class. A character is also Ability Scores, and a Background, and a Race, (and Feats, if you are using those), and what-the-player-does-in-play.
Most classes are. Spells can generally be put to good use in all three pillars, and most classes get spells, and most spell lists have a reasonable variety. A tightly restricted spell list is rare - the best example is probably that sub-class that's initially restricted to only Evocation and Abjuration spells, the EK.I would argue the fallacy is that the fighter (or any class) should be good at all those things.
Yeah, but would people who "just don't care about mechanics" care enough to agitate to have a class included just for them, or would they, y'know, not care?I think Xeviat hit the nail on the head. It's for people who just don't care about mechanics or if other classes get more. And because so many just don't care, it will remain the "kid brother button masher" class.
Ars Magica was cool in a lot of ways. The magic system was innovative for it's day, and the honesty about playing a 'custos' was refreshing...Hell, probably a good number are basically run on autopilot as a second PC to someone's caster. That's what we did in 1st/2nd edition. Fighters/thieves were henchmen, your "real" character was the mage. At least Ars Magica formalized it and gave everyone a magi and a bunch of grogs.