D&D 5E 5e Fighter, Do You Enjoy Playiing It?

Have you enjoyed playing the fighter?


I'm even more generous with poison. If you can keep a poisoned weapon stored right (like in a specially designed sheath or quiver) the poison will remain fresh indefinitely. The 1 minute timer only starts once you start swinging your weapon around at someone. And I allow it to apply to all hits in the 1 minute, not just the first one.

That way I don't have to justify how drow and others have such uncanny timing that their poisoned weapons are always ready, while players have to waste a turn applying it.

I just say drow are trained to apply poison as a bonus action, like Fast Hands thieves.
 

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I don't like some the Battlemaster powers and I can't stand Second Wind, but other than that it's a great class to play.

Some of the battlemaster maneuvers are a bit weak or low in utility.

In our game, I replaced Second Wind with a reaction for the same number of temp hit points (which are immediately used for the damage being taken).

It makes more sense to me that the Fighter can react and deflect most of an attack off of his armor, than it does that he can heal himself.

It typically results in more or less the same end result, but the flavor is different. And it prevents the Fighter PC from taking multiple short rests to heal himself up from low hit points to high.
 

I'm even more generous with poison. If you can keep a poisoned weapon stored right (like in a specially designed sheath or quiver) the poison will remain fresh indefinitely. The 1 minute timer only starts once you start swinging your weapon around at someone. And I allow it to apply to all hits in the 1 minute, not just the first one.

That way I don't have to justify how drow and others have such uncanny timing that their poisoned weapons are always ready, while players have to waste a turn applying it.

I view poison using foes like Drow to have not only acquired poison, but also herbal ways to make that poison last for a long time. This creatures have been using poison for millennium and have perfected the use of it.

PCs are limited to how poison vials work in the PHB. Just like other monster abilities, PCs do not necessarily have access to all of the cool toys. :lol:
 

I don't like some the Battlemaster powers and I can't stand Second Wind, but other than that it's a great class to play.
Technically, they're maneuvers - and not in the technical sense that martial powers were 'exploits' - there is no power structure or format in 5e, at all. Unless some future class gets abilities labeled 'powers,' at some point.

I'm guessing the reason you don't like Battlemaster maneuvers is that you're conflating them with martial powers.

Some of the battlemaster maneuvers are a bit weak or low in utility.
I doubt very much that's RotGrub's issue.

But, yes, they are, and they have to be, because the fighter's multi-attack is such a problematic mechanic to begin with, layering anything on top of it is risky.

In our game, I replaced Second Wind with a reaction for the same number of temp hit points (which are immediately used for the damage being taken).
The key differences between hp restoration and temp hps is that the former can get you back up from zero, while the latter can exceed your hp max. In that context, neither difference will matter much.
 

I view poison using foes like Drow to have not only acquired poison, but also herbal ways to make that poison last for a long time. This creatures have been using poison for millennium and have perfected the use of it.

PCs are limited to how poison vials work in the PHB. Just like other monster abilities, PCs do not necessarily have access to all of the cool toys. :lol:

Unless you kill the drow and loot their poisons.
 

Unless you kill the drow and loot their poisons.

Perhaps. Course, Drow magical items (historically in D&D) tends to stop being magical the first time it is exposed to sunlight. The same might be true for their poisons for some DMs. Instead of it being mundane and real world-like, Drow stuff tends to be more supernatural (i.e. magic). Course, at the table, I probably would not come to this conclusion on the fly shy of us having this conversation. Thanks for this comment. :cool: It got me thinking about how it should work in my game. I do have a player (playing the Rogue PC) who likes to loot bodies (for monster parts) and it's good to have a rational thought ahead of time as to why the Drow poison doesn't seem to be working a few weeks after acquisition.
 

Perhaps. Course, Drow magical items (historically in D&D) tends to stop being magical the first time it is exposed to sunlight. The same might be true for their poisons for some DMs. Instead of it being mundane and real world-like, Drow stuff tends to be more supernatural (i.e. magic). Course, at the table, I probably would not come to this conclusion on the fly shy of us having this conversation. Thanks for this comment. :cool: It got me thinking about how it should work in my game. I do have a player (playing the Rogue PC) who likes to loot bodies (for monster parts) and it's good to have a rational thought ahead of time as to why the Drow poison doesn't seem to be working a few weeks after acquisition.

that old "stops being magical when exposed to sunlight" was such a rort! hated it as aplayer!!
 

I always wondered what would happen if you just painted the items. :D

We kept ours in a portable hole at the time and then just used them at night.
 

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