D&D 5E How to "fix" (or at least help) the fighter/wizard dynamic. (+)

How to best help Fighters get shenanigans to bridge the gap to Wizards?



log in or register to remove this ad


Yaarel

He Mage
Which frankly to me and my group is a bug, not a feature. Rogues already excel at skills, so should be good at combat, certainly, but not to the point they rival or beat the fighter IMO.

I know WotC wanted "every class to be able to contribute", but fighters get the short end of the stick IMO... they can be beaten in combat, but really can't compete in exploration, social, or magic with the other classes. Their only hope really is a DM who likes to hand out magic items... :(
As you know, I feel strongly the Fighter needs to contribute equally to the noncombat pillars, and there are so many reasons flavorwise, why they should.



By the way, @Bacon Bits wrote the following in an other thread. I agree with the assessment. (It is part of the reason why each tier should refer to a proficiency bonus, with a 4-level schedule, to pace out the combat improvements and to make sure each tier adds features that are useful and interesting.) The main complaint here is, the highest tiers of 13-16 and 17-20 are boring.

IMO, there shouldn't be any significant increase in damage for fighter after level 12 until you get to level 20 and get Extra Attack (3). Not from the class and not really from feats. Not even Action Surge (2) really adds that much in terms of damage over the course of the adventuring day.

By the time you're level 12, a Fighter has had ASIs at 4, 6, 8, and 12. With modern racial attribute bonuses, you should always start with a 17 Str or Dex (or higher). If you burn one ASI on +2 Str/Dex and one ASI on a half feat with +1 Str/Dex, you've still easily got a 20 primary attribute by level 6. Then, whichever feats you select, whether that's GWM and PM or Sentinel, or SS and CE, you should have everything you're ever actually going to get that really gives you extra damage. There are other feats, but none of them are as potent as the -5/+10 abilities. And if you're a human or (far more likely) a custom lineage, then you're going to have that half feat at level 1 and start with an 18 in Str/Dex and be set even sooner. Further, your proficiency bonus is +4 at level 9, and it only ever improves by +2 higher over the next 10 levels of the game.

Any way you slice it, fighters should cap out around levels 8-12 as far as build selection. For the most part they get nothing compelling from their class after level 11 until level 20 regardless of their subclass, too. It's so underwhelming that it's not really a great idea to stay a fighter after level 11-12 at all. You're much better off switching to barbarian, rogue, artificer, paladin, ranger, anything.
 

DND_Reborn

The High Aldwin
One potential side effect to keep in mind is that if when the PCs need a high-level spell cast (the most common being Resurrection) they're going to have to find an even-higher-level NPC to do it for them than is currently the case, meaning the setting will have to accommodate said very-high-level NPCs.
If they need a Resurrection instead of just Raise Dead, they probably have bigger issues! :D

Seriously, though, this is actually a great opportunity for a great quest to make said very-high-level NPC (if they can even find one) happy. ;)
 

Can we get rid of Revivify too? I just hate it.
I'm fine with Revivify. It seems more like CPR.

turk-scrubs.gif
 






Remove ads

Top