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General Tabletop Discussion
*Dungeons & Dragons
The Fighter Extra Feat Fallacy
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<blockquote data-quote="Hussar" data-source="post: 7256779" data-attributes="member: 22779"><p>Well, to use the warlock example. You could have a chainlock which brings a VERY effective scout, plus the ability to see in all darkness (as an option) which makes all warlocks very effective scouts. A Tome Lock can have Guidance spells, meaning a +1d4 on the majority of skill checks, whether he makes them himself or he can give it to anyone else, at will. Plus the ability to have every ritual in the game.</p><p></p><p>A GOO Warlock can speak EVERY language at will.</p><p></p><p>Making a Warlock that is contributing out of combat is pretty darn easy. I'm not sure that's the example you want to go with here.</p><p></p><p></p><p></p><p>You're missing my point though. EVERYONE gets ASI's. The second one doesn't kick in until FOURTEENTH level. Good grief, are you honestly saying that a second ASI is the same as getting 4th level spell? Oops, sorry, the Ranger and Paladin got that at 13th. At 14th, the Paladin can automatically end 1 spell/Charisma bonus/day (so, probably 4 times per day) and the Ranger can Hide as a bonus action at will. Seriously, you think a feat is equal to those two things?</p><p></p><p>Never minding that very, very few campaigns will ever see that level anyway. So, realistically, we're talking about one bonus ASI, not two. Whoopee, you have one more ASI, that you have to spend on combat just to keep up with the other fighter classes, as has been stated in this thread.</p><p></p><p>But, again, my point isn't that the fighter is bad. It's not. It's that it's just so incredibly bland and boring and brings virtually nothing to the table that couldn't be brought by any other class.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7256779, member: 22779"] Well, to use the warlock example. You could have a chainlock which brings a VERY effective scout, plus the ability to see in all darkness (as an option) which makes all warlocks very effective scouts. A Tome Lock can have Guidance spells, meaning a +1d4 on the majority of skill checks, whether he makes them himself or he can give it to anyone else, at will. Plus the ability to have every ritual in the game. A GOO Warlock can speak EVERY language at will. Making a Warlock that is contributing out of combat is pretty darn easy. I'm not sure that's the example you want to go with here. You're missing my point though. EVERYONE gets ASI's. The second one doesn't kick in until FOURTEENTH level. Good grief, are you honestly saying that a second ASI is the same as getting 4th level spell? Oops, sorry, the Ranger and Paladin got that at 13th. At 14th, the Paladin can automatically end 1 spell/Charisma bonus/day (so, probably 4 times per day) and the Ranger can Hide as a bonus action at will. Seriously, you think a feat is equal to those two things? Never minding that very, very few campaigns will ever see that level anyway. So, realistically, we're talking about one bonus ASI, not two. Whoopee, you have one more ASI, that you have to spend on combat just to keep up with the other fighter classes, as has been stated in this thread. But, again, my point isn't that the fighter is bad. It's not. It's that it's just so incredibly bland and boring and brings virtually nothing to the table that couldn't be brought by any other class. [/QUOTE]
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