D&D 5E Fixing the fighter (I know...)

Sacrosanct

Legend
I think it is what we are comparing. Or at least should be.

The spellcaster gets access to level 5 spells at 5 true with is comparable to extra attack, but full casters are also getting another 3rd level slot at 6, Or am I mistaken? I don't play fullcasters.

I think it's still apples to oranges. Spell casting is to casters as attacks are to fighters. When we're talking about additional class features, we're looking at like for like. Looking at how classess/subclasses are designed, pretty much everyone gets a feature at level 6. And in the fighter's case, it's an extra ASI where every other class gets a predefined one depending on subclass. So that's what we're comparing, not how many spells a caster can get prepared or cast. I.e., how does the extra ASI/feat at level 6 compare to the other level 6 features everyone else is getting?
 

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BookBarbarian

Expert Long Rester
I think it's still apples to oranges. Spell casting is to casters as attacks are to fighters. When we're talking about additional class features, we're looking at like for like. Looking at how classess/subclasses are designed, pretty much everyone gets a feature at level 6. And in the fighter's case, it's an extra ASI where every other class gets a predefined one depending on subclass. So that's what we're comparing, not how many spells a caster can get prepared or cast. I.e., how does the extra ASI/feat at level 6 compare to the other level 6 features everyone else is getting?

Alright then. I would say it's decidedly middle of the road.
 

Salthorae

Imperial Mountain Dew Taster
Fine. The first bonus ASI they get is level 6. Too late for a non-combat ribbon. Again, it's also a false choice. You might not but the vast majority of fighters are going to choose Str/Dex or a combat feat, and most likely will do so for the first 3-4 ASIs.

So sure, you can choose a non-combat feat but now you are requiring the fighter to choose between a non-combat ribbon versus enhancing their primary function.

In the game design world, that's called a false choice.

Plenty of things get non-combat Riboon abilities at 6th level.
  • Storm Sorcerer's get a non-combat Ribbon at 6th level, Storm Guide. They can control the wind and rain...
  • Storm Herald Barbarian's get a Path ability that is mostly Ribbon
  • Totem Barbarian's Path at 6th level is non-combat
  • College of Lore Bard gets Extra Magical secrets, which can be combat but very much doesn't have to be.
  • College of Whispers gets to take on someone's persona at 6th level and know their information. Not very combat even if someone has to die to capture their spirit
  • Knowledge Clerics get to use Detect thoughts at 6th level, that's pretty non-combat
  • Circle of Dreams Druids get an explicitly rest oriented Ribbon feature at 6th level
  • Rangers gain a new favored enemy (not combat) and favored terrain at 6th level
  • Rogues gain Expertise in two skills - pretty ribbon
 

Salthorae

Imperial Mountain Dew Taster
Alright then. I would say it's decidedly middle of the road.
Personally I would rather get an ASI or Feat option than many of the 6th level class features out there. I just listed a bunch up above. But even the combat 6th level features for many classes to me are sub-par to Feat options.

As I already showed mathematically for single target, even a Fighter who spends all their ASI/Feat options on Skilled and Prodigy or something like it, is going to be standing toe to toe with a Wizard who focuses on single target damage.

So it's not like they're "losing" if they don't use Feats for combat options.
 

If I were to include some items specifically for 5e, they would probably be:

1) All spellcasting requires a “Cast a Spell” check with results being:

Success
Success w/ (thematic) Complication

2) level 11: Expertise (Athletics) and one of Acrobatics, Intimidate, Perception, Survival.

3) level 17: 2 player-facing fiat abilities in the vein of Background Traits abilities but pumped up for Epic Tier (eg mobilizing an elite squad of archers, infantry, etc under x circumstances...moralizing a group with an empassioned speech - Perhaps pocketed Advantage for a coming battle)

4) Ability Check adjudication = Using the DMG Failure With Cost/Complication procedures except failure by 1-4 and then 1-5 (instead of 1-3) as the Tiers increase.
 

GlassJaw

Hero
Plenty of things get non-combat Riboon abilities at 6th level.

Not sure your point. Fighters get a bonus feat at 6, which could potentially be the first time they get a non-combat ribbon.

Plus, all those classes you listed get non-combat options far earlier than 6.
 

FrogReaver

As long as i get to be the frog
I used the same parameters I always do (and treantmonk does) in calculating practical expected damage.

Many of your assumptions about damage in the post were terrible: a few examples:
1. Assuming I was referencing a single 20 round combat as opposed to an adventuring day.
2. Assuming the Wizard didn't have +Int from ASI's when mine did.
etc.

The only parameters I "changed" were what you said at the start, "no combat feats", which to me also means not using ASI for boosting your stats. If you're going to limit the fighter to that, you need to also limit the Wizard to that as well.

The whole point of my post was to establish that fighter's needed to use some ASI's to match the wizard in combat - so it was important that the fighter not use any ASI's on combat until that was established, while the wizard is free to use them because maxing out INT is a typical wizard thing that helps both in combat and out of combat.

Standard to hit ratios, and standard chance to fail their saves. Factoring in Arcane Recovery is moot if you're assuming continuous 20 round combat. If it's 20 rounds of combat over a day that is different, but that isn't the impression I got from your post.

Then you are looking for me to be an unfair, biased and partisan idiot when I am not - please don't be that way.

Even if you factor the most efficient Arcane Recover option for this scenario (2x 3rd level spells), that only puts the Wizard's expected damage up to 400.95. That is STILL 21 points short of the Champion (most boring/vanilla option) over the 20 rounds.

Use the same chance to hit and chance to fail rates I did. There's nothing about treantmonk's assumptions that are any better than mine.

I did factor in Action Surge, you obviously didn't actually read my post.

Then why did you complain about me factoring in arcane recovery? Both are short rest abilities afterall...

My final conclusion in the scenario YOU posited, single target damage, is that the Fighter does more damage than a wizard over the same duration without combat feats taken or ASI spent on boositng stats.

You listed the fighter doing more over 20 rounds. But then at the end you said that wizards do more damage because the timespan we should be looking at is shorter than 20 rounds - a point I agree with - and one that when accounted for puts the wizard at doing more damage than the fighter, just as you rightfully noted.

In a burst situation, it FEELs like the wizard does more damage, but over an adventuring day, the fighter is actually dealing more single target damage than the wizard given the parameters that you set in your example.

Oh, I've not even talked about the benefits of damage now being greater than damage later - or the benefits of multi target capabilities - or the benefits of control spells.

So in fact, my point was that I DON"T AGREE with your premise. The fighter is good at their job already as the math proves regardless of what we FEEL and only gets better if you optimize them.

Sounds like you do. Wizards over some reasonable number of rounds of combat per day (under 20 rounds) do more single target damage than fighters - that's something you agreed with.

You said to "do the math":

I did the math and it doesn't support your position.

Before someone brings up Scorching Ray. I did the math on that too, even with Arcane Recovery it's objectively worse than fireball. It maxes out at 344.825 expected damage over 20 rounds with AR and firebolt rounding out the balance of 20 rounds.

Yea, that's why I don't bring up scorching ray.

Even if they did the same amount of damage (they don't), how would that "objectively prove" the fighter is worse than the wizard. It would "objectively prove" that the most vanilla fighter is the same at combat for single target damage over 20 rounds as a Wizard who burned all of their 3rd, 4th, 5th, & 6th (including Arcane Recovered ones) on Fireball spells. Not that they're worse at it.

If the wizard can do the same amount of single target damage, but also can control and can do strong multi target damage then objectively he is better at combat. More options than in lieu of straight damage means that if the wizard isn't doing less damage that he will be better at combat - as he can pick the option that best helps in the given situation.

There is:
  • Fighter (champion) = newbie-friendly combat class (melee or ranged).
  • Warlock (pretty much any patron,, Tome Boon) = newbie-friendly spellcasting class.
  • Rogue (Thief) = newbie-friendly skill monkey

Maybe you are missing the point that I am making - the champion fighter needs at least some ASI's to go toward combat to actually be better at combat than a wizard. Once that's acknowledged then we can have a meaningful discussion about how many ASI's he needs to go toward combat to be considered the wizards equal - which then tells us how many ASI's he can spend on out of combat stuff. Of course the ultimate point of this exercise is that to balance the champion fighter with the wizard in combat pushes back the out of combat stuff to even higher levels - deligitmizing out of combat feats as a meaningful counter point to fighter's having sufficient out of combat options.
 
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Tony Vargas

Legend
If the wizard can do the same amount of single target damage, but also can control and can do strong multi target damage then objectively he is better at combat. More options than in lieu of straight damage means that if the wizard isn't doing less damage that he will be better at combat - as he can pick the option that best helps in the given situation.
Even if the day is too short to drag out cantrip-only rounds and bring the wizards single-target DPR below the fighter's, the Fighter's Best At Fighting mandate is quite specifically, Best At Fighting With Weapons and Without Magic. Since the wizard in question is certainly using magic and probably not using a weapon, he in no way takes the Fighter's Best at Fighting crown.
 

GlassJaw

Hero
How many games have you designed, exactly? I've done quite a few, including an award winning one. What you are describing isn't a false choice. It's literally an actual choice.

Plenty, both video games and RPGs.

Offering a choice - even when the choice is clearly sub-optimal - isn't good design. The fighter is designed such that ASIs will be spent on Str/Dex and maybe Con or combat feats, not non-combat ribbon.

Just because it's technically a choice, doesn't mean it's good design. That's a false choice.

Sacrifice your combat ability - i.e. the primary role of the class - to make up for deficiencies in the other 2 pillars.
 

FrogReaver

As long as i get to be the frog
Even if the day is too short to drag out cantrip-only rounds and bring the wizards single-target DPR below the fighter's, the Fighter's Best At Fighting mandate is quite specifically, Best At Fighting With Weapons and Without Magic. Since the wizard in question is certainly using magic and probably not using a weapon, he in no way takes the Fighter's Best at Fighting crown.

Sounds like Pretzel Logic to me
 

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