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Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
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<blockquote data-quote="DEFCON 1" data-source="post: 7704559" data-attributes="member: 7006"><p>I can understand where they're coming from in making subclasses that basically use feats as subclass features so that those games that don't use feats can have the abilities in the game. Personally though I think it's rather lame. The Fighter specifically has additional ASI/feats slots over other classes in order to take all of these combat feats to give them essentially what we'd be getting with these martial archetypes. But if a DM doesn't want to use feats in their game to allow their players to have these abilities, why are we giving his players an end-around to get these feat abilities anyway?</p><p></p><p>Granted, I fully understand the implicit 5E mantra that there are multiple ways to skin a cat and they won't <em>not</em> offer some way of doing something even if these are other ways in the game to also get there (thus the Acolyte Fighter, Fighter/Cleric multiclass, and Paladin all as options for a holy warrior)... but it still seems lame that they would waste several Martial Archetypes on things you can already do so long as you can take feats, rather than more original content.</p><p></p><p>Personally... I also fall into the camp that much prefers the Combat Superiority baseline for the Fighter and most archetypes being built off that chassis. Especially considering many of these abilities are "3 times per Short rest". Why make that specific demarcation when you could just as easily make these abilities into new Maneuvers and then have the player spend Superiority dice to activate them as usual? I just don't see the advantage of giving Fighters ANOTHER set of mechanics for their new archetypes when they already have 3 different archetypes that each have separate mechanics from each other already.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7704559, member: 7006"] I can understand where they're coming from in making subclasses that basically use feats as subclass features so that those games that don't use feats can have the abilities in the game. Personally though I think it's rather lame. The Fighter specifically has additional ASI/feats slots over other classes in order to take all of these combat feats to give them essentially what we'd be getting with these martial archetypes. But if a DM doesn't want to use feats in their game to allow their players to have these abilities, why are we giving his players an end-around to get these feat abilities anyway? Granted, I fully understand the implicit 5E mantra that there are multiple ways to skin a cat and they won't [i]not[/i] offer some way of doing something even if these are other ways in the game to also get there (thus the Acolyte Fighter, Fighter/Cleric multiclass, and Paladin all as options for a holy warrior)... but it still seems lame that they would waste several Martial Archetypes on things you can already do so long as you can take feats, rather than more original content. Personally... I also fall into the camp that much prefers the Combat Superiority baseline for the Fighter and most archetypes being built off that chassis. Especially considering many of these abilities are "3 times per Short rest". Why make that specific demarcation when you could just as easily make these abilities into new Maneuvers and then have the player spend Superiority dice to activate them as usual? I just don't see the advantage of giving Fighters ANOTHER set of mechanics for their new archetypes when they already have 3 different archetypes that each have separate mechanics from each other already. [/QUOTE]
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Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
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