D&D 5E What IS a level 1 Fighter?

When I say "Level 1 Fighter" what image first comes to mind?

  • A farm hand picking up a sword to go slay goblins

    Votes: 7 8.0%
  • Someone who just started training with weapons

    Votes: 12 13.6%
  • A veteran who turns his skills with weapons toward adventuring

    Votes: 47 53.4%
  • Something else entirely

    Votes: 22 25.0%


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Fenris-77

Small God of the Dozens
Supporter
Part of the issue here is that fighter, as a class, and soldier, as a profession, aren't the same thing. First, many fighters aren't soldiers, and second, many soldiers aren't fighters (in D&D terms).

The class is a lot more nuanced and flexible that simply being a measure of weapons training. You could build a character for any of the examples and make it work if you wanted to. Also, class in D&D isn't supposed to be a narrative straight jacket.
 

Hussar

Legend
Part of the issue here is that fighter, as a class, and soldier, as a profession, aren't the same thing. First, many fighters aren't soldiers, and second, many soldiers aren't fighters (in D&D terms).

The class is a lot more nuanced and flexible that simply being a measure of weapons training. You could build a character for any of the examples and make it work if you wanted to. Also, class in D&D isn't supposed to be a narrative straight jacket.

No, that's true. Class isn't a straight jacket. But, unlike most other classes, fighter is probably the widest open of the classes. Even rogue comes bundled with a fair degree of flavor - Thieves Cant, and even the 3rd level archetypes - assassin? - come with a fair number of in game assumptions.

Fighters, OTOH, are so broad that they aren't really a class. Just a collection of vaguely linked special abilities and a lack of anything supernatural. :D
 

I don’t know if the answer choice of ”veteran” was chosen with care, but there is a npc veteran in the MM. 1st level fighter simply don’t match it.

but in DnD thing can be silly, in a few weeks of game time a 1st level fighter can gain a lot of level, matching the veteran npc. A few weeks ago he was only rusty and cool down,

the whole question of interpretation of level may differ greatly for different dm and between npc and player,
 



There was time in DnD where we got table to tell us how many npc of each level would be found in large city.
Those time are over, the only hints we have now is some npc in the MM.
Based on those npc, we can imagine An army composed of guards, veterans, and other quality of warrior. In my imagination unit composed of thousands of veteran is a possibility.

but pc are heros. They don’t necessarily fit the rules of progression and rarity of npc. A hero fighter or wizard can learn very vast and be able to overcome any challenge.
 

Yaarel

He Mage
The speed of advancement depends on the number of combat encounters. For NPCs, this can range from zero to perhaps some kind of ‘average’, given a medievalesque D&D world that has a relatively high degree of violence.

When the ‘average’ age of a

• Level 1 combatant is 18 years old (≈ entering college)
• Level 3 is 20
• Level 5 is 22 (≈ graduating college)

it seems like the ‘average’ rate of level advancement for combatants is

• 1 level of advancement per year



Of course, player characters see much more combat encounters than other characters. An absurd SIX encounters per day, even!

With that crazy high frequency of combat, player characters can advance far more rapidly than other characters.

I feel this speed of advancement is reasonable, if player characters are simply understood to be at the outer edge of the bell curve, far away from average. A player character is a kind of character that sees more combat than the rest of the population does.



The only way to slow down the speed of level advancement is to use Downtime activities to pace out the frequency of combat.

Particularly at levels 8 and higher, when characters begin to build institutions, like a military fortress or a school of wizardry, these projects can take a long time in-game, thus slow down the frequency of combat.



I view all D&D classes as fightingstyles. Fighting by means of magic, or fighting by means of a sword, are simply to different ways to do combat.

So, for me, when a player picks a ‘class’, by definition, it is creating a combat-oriented character concept that will see an unusually high frequency of combat encounters.

By contrast, on ‘average’, nonplayer characters see far less combat. So, it is fine when even those who have levels in a class, dont see as much combat as player characters do, thus take more years to advance than player characters do. Many nonplayer characters never even see combat, thus would have zero experience in a class fightingstyle.



For nonplayer combatants, one level per year seems a reasonable rule of thumb when thinking about in-game expectations.

But it also seems fine if player characters are atypical.
 

FitzTheRuke

Legend
Late to the thread, but here's how I see it: This goes for the every other class, as well as the fighter: At level one, you have ZERO experience. That's mostly figurative, but I take it seriously. However, you clearly have a LOT of training. So, in my mind, all Level One characters are (at least relatively) fresh from their Apprenticeships, but they've got training that is superior to that of most people. (This is the default assumption - individual stories can vary greatly). Even if you've been a caravan guard, or a soldier, in your backstory, you saw little to no action (zero experience, right?)

But not farmhand with a Sword. That's a commoner. That's where the old zero-level character idea comes in. Level One is a ton (probably years) of quality training, but no experience.

IMHO, of course.

Edit to add: Even the sorcerer works like this, it's just more "practice" than "training". The warlock is similar, as well.
 


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