Bolded for Emphasis: Hmm... do you think this was perhaps an issue with encounter design vs. an issue with the Battlemaster? I mean if 90% of your encounters were centered around taking down a single foe... well that would diminish the dynamic nature of many classes abilities.
When a fight has a lot of little enemies, it is better to save your dice and let the spellcasters AoE them down. The fighter excels at single target damage, but is rather lackluster when it comes to mobs of enemies. No point wasting superiority dice on weaker monsters. As I said, optimal use of dice mean you use it on a nova round to demolish a significant threat.
I can only speak to what I've seen in my own campaign, which is at 8th level right now. The Battlemaster in my campaign picked Riposte, Menacing Attack, Commander's Strike, Sweeping Attack and Trip Attack ... I'd say he uses all of them around the same amount with Commander's Strike being the most niche... but very useful when the Rogue is lined up for a big damage shot or facing creatures like fiends and undead and you want the paladin to attack more. I'm not convinced that dumping all your dice into the first round of combat is really optimal... unless you're only fighting a single enemy...
We had no rogue in our group, which mean commanders strike is useless (you trade your attack, your bonus action attack, and your ally's potential reaction attack all for just 1 attack). Tripping attack and sweep attack provide very little damage or utility compared to precise, menacing, and riposte.
Ah I see and they succeeded every time they attempted something so there was never a point where you backing them up mattered?
Sure, I could play backup. Woohoo. Fighter, the great backup player. Never gets to shine and is only there to help others when they roll poorly (assuming both that multiple attempts are allowed and that I can roll high).
Disadvantage on stealth meant no scouting for me. Well, that and the lack of darkvision. Our valor bard had better Athletics and Stealth than me anyway, so best I could do is play support. I was never the top choice for overcoming physical challenges.In my game the Battlemaster handles most of the physical challenges, unless it's a group check, through skills and attributes but he also has the skulker feat and backs the Rogue up on scouting missions and the like in case something goes wrong... and sometimes it does.
Again it seems like 90% of the encounters you were in were designed so that this was the optimal solution... If I don't ever have a nature adventure... does that mean the Druid/Ranger classes are flawed or that my adventure/encounter design is off?
What are you talking about. That had nothing to do with encounter design. The fighter simply lacks agency to control the battlefield in 5e in ways other than dealing or absorbing damage. It had nothing to do with encounter design. The casters were all able to control the battlefield very effectively with walls, darkness, AoE, and zone effects. They could also disable enemies with spells like hideous laughter and hold person.
What were your spellcasters doing? I mean it's a team game so why weren't they getting you mobile and where you needed to be to maximize damage?
Because their actions were better spent contributing to combat than spent wasting rounds trying to buff me so I could somehow get into range.
Again interesting since gaining new maneuvers seemed to give more breadth to the Battlemaster in my campaign... and again when facing fiends throw the paladin extra atttacks... golems...none are bigger then Large so tripping, shoving, etc. work on them. Dragons and giants...Goading Attack, Rally, Commander's Strike, Disarming Attack(Giants not Dragons)... and a few others all work at range or allow you to affect the battle even if you can't reach the enemy.
Those maneuvers were not mechanically as potent as the first 3 I gained (menacing, precise, and riposte). Those maneuvers were not even as mechanically potent as 1st level spells. So while the wizard has a clear progression of capability (charm => suggestion => dominate, burning hands => fireball = meteor swarm, etc), the fighter gains the maneuvers you as a player care about least.
When we are fighting powerful monsters from myth and legend, the fighter feels like you are still in a low fantasy LotR game. The challenges you face scale with tier, but your capabilities do not. It is the same boring routine at level 13 as it was at level 3.
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