In combat. Out of combat I concede that they dropped the ball on the fighter. Excepting the (admittedly really frequent) situation of 5/15 minute workday (which is absolutely an issue, but then that's the point upon which I feel we should be focusing), I think fighters do a very good job of doing the one thing they are given leave to do.
let me start by agreeing (becuse I am about to disagree alot)
in just a fight where the wizard is not trying to nova (aka 5 min work day) the fighter CAN shine and take the spot light (in first 3-5 levels) and it is VERY hard to make a fighter that makes any sense that isn't at least okay at fighting at those levels.
I understand that you are highly displeased with the fighter class, but I think you are selling these differences short.
yes and no... I sometimes go a bit overboard but I have a MAJOR issue with what you are about to do...
At first level*, the wizard has 6+2 (base) + 1d6+2 (one hit dice to spend) = avg. 13.5 hit points to leverage throughout the day. The fighter has 10+2 (base) + 1d10+2 (one hit dice to spend) + 3** x (1d10+1) (second wind) = avg. 39 hit points.
*let's say 14 con and dex (unless dex-build) for each, and 16 in primary/preferred attack/casting stat.
**assuming the old saw of 6-8 encounters with 2 short rests, and I acknowledged many games do not follow that formula, but if that is the area of contention, we can discuss that issue as a side issue.
I (and many on here) have found that were HD healing is good... it is seldom to never the main healing of a game. counting HD is at best a little dishonest and at worst outright trying to break the argument. I will conside 1 use of second wind.
so fighter 12hp + second wind of 6 or 7 (yeah average is 6.5 but you can't have .5hp) so 18 or 19 to the wizard 8...so about double when counting second wind (although it doesn't scale well so it wont be double for long) and the wizard (I assume) wont be a main melee character. However the Cleric or Hexblade or Bard will be... and they get the same spells and cantrips. they have 10hp instead of 8, advantage IS still to fighter.
each level the d10 calls adds 8 (6+2) the d8 class ads 7 (5+2) and the d6 class adds 6 (4+2) second wind adds +1 per level
so
level d10 d8 d6 d10+sw
1 12 10 8 19
2 20 17 14 28
3 28 24 20 37
even at 3rd level we have gone from double wizard to just over 1.5x wizard
The AC of the fighter can start at 16/18 if they choose chain mail (w/ or w/o shield). 14/16 if dex-based, but that can go up 1 when one gets 45 gp for studded. The wizard has an AC of 12, 15 if they want to spend 1/2 of their primary wizarding juice on Mage Armor.
yup fighters can have a slightly better AC at lower levels... armor though is not guaranteed after starting and ACs are low in this edition unless you really focus.
The Fighter can be attacking for 2d6(re-roll 1-2)+3 (avg. 11.3) if gwf/greatsword; 2x(1d6+3) (avg. 13) if 2wf/shortswords; 1d8+3 (7.5)
here we go... two handed (the most optimized for damage) is doing good damage... I don't know how your short swords do d8's I will assume a typo. when you do out a long sword and sheild it is a bit better then a cantrip... when you go to 2 weapons or a 2 handed weapon it is much better then a cantrip... and if cantrip user/fullcaster could not use those 2 handed weapons or 2 weapon fighting that would mean something...
Hexblade, half the clerics, and a 1/3 of the bards are useing the same weapons... and that reroll 1's and 2's from fighting style is your best advantage (and action surge is a close second) but again those don't add up compaired to full casters.
and a serious upgrade in to-hit if archery/longbow; 1d8+5 (9.5)
ranged attacks with the archery fighting style IS the most accurate.
part of me feels like if we were ONLY able to do combat and they got +1 to all weapon attacks and reroll 1's on all damage dice and fighting styles that would be better (still not perfect)
if dueling and whichever 1d8+dex/str weapon one picks; or any number of other fighting styles (several of which open up entire new avenues of fighting, or provide solid defensive uses for reaction actions) with a still solid 1d8+3.
some of the best fighting styles are giving the sup dice that fighters SHOULD just have for free and/or giving cantrips... I know there is one in an unearth arcana that gives a climb and swim speed I don't remember that is pretty good too
The wizard in the same position will be doing 1d4+2 with a dagger, or 1d8+str with a 2h quarterstaff (str-build wizard being an interesting idea, but that will likely eat into
or the hex blade cleric or bard with the exact same weapon
Those differences in damage can make the difference between whether a goblin goes down this round or the next, whether the combatant is hit or not, and whether said combatant drops or not.
I watch goblins drop from 1 shot from wizards... let alone again the other caster that ALSO have full weapon prf
At second level, the fighter gets action surge. That could just be another attack, but honestly if that's the most one can find to do to leverage this ability, that's the problem, not the class.
action surge is great. It is so great I see people both IRL and in theory crafting taking 2 levels of fighter for it... I have no complaints about THAT ability in a vacume... with a bit of work it could even help in non fights too
At third they get an archetype, and these can absolutely change the script.
any class that doesn't have it's sub class by 3rd (and look wizard cleric and druid all do already) gets it at 3rd... they are tied for last place in getting it.
When discussing valor bards previously this was kind of overlooked. To get that decent armor and a second attack is most of a frontlining-caster (valor/swords bard, bladesinger wizard, hexblade warlock)'s archetype choice.
yes it is and every one comes with a cool rider ON TOP of that... valor gets to add inspiration to damage for instance, and has had inspersation and song of rest and jack of all trades this time already
For want of this they won't be doing the character-defining things a lore bard or diviner or celestial tomelock is doing. A fighter, otoh, gets the good at fighting core and then gets to choose an archetype on top of it.
they ALL get cool abilities from subclass
At fifth level they get an extra attack a full level before any of the others. Much like the multiclassing on a spellcaster before 3rd level spells, delaying that extra attack can make or break whether a character fills a role or fails at a role.
nope...hexblade can have there 2nd attack at 5th... all casters increase cantrip damage then too
At sixth they are an ASI ahead, meaning they can get that primary stat up to 20, or start really filling out the options through feat selection (still keeping pace by taking the expected advancements).
1 feat or ASI... i account for it in like 50 posts on this thread... over the first 10 levels you get action surge second wind 1 eaxtra feat/ASI and 1 use of indomitable and either 1 or 2 more hp per level... compaired to 5th level, 4th level ect spells AND other class features (like song of rest, or summon sword)
Once you hit seventh, things do peter out and fighters (and most of the <full casters) have some levels that feel unfulfilling. And the casters start having multiple 3+ level spells per day, and so on. Exactly when things flip over, and when the casters truly run away with the game is certainly going to be playstyle dependent. However I think you are perhaps being blindered a bit towards the advantages that fighters have at lower levels. They do fighting gud. They really do.
I find it funny that one person is telling me to go through 10 levels 'to get to the even part' and you are telling me the 'first 7ish levels are the even part'
I disagree with both... fighter is NEVER equal... you MIGHT have a point at level 1, maybe
Rune Knights and Eldritch Knights and Echo Knights are fighters, not wizards,
all useing magic... and as I said that alone is what somepoeple don't want. they want a MARTIAL character not a martial half caster or martial with magic rune or magic shadow (although I do like echo knight idea... take it and battle master and throw on some better level 11+ abilities and you have something)
regardless of whether an ability is coded as 'magic.' Are we discussing fighters vs. wizards,
I was talking caster/magic vs noncaster/martial... I don't know what you want to talk about until now
or are we discussing non-magic vs. magic? Because I don't think anyone is interested in another grievance fest on that issue.
I am. I will continue to do so until it is fixed (I want it more 4e like but maybe another fix witll work I am willing to listen)
Yes, completely non-magical characters lose out in D&D. That's been true since there were monsters that could only be hurt by magical weapons (the original Unearthed Arcana barbarian had a real issue with that, pre-errata). I'm rarely impressed when people use discount high-school debate terminology, but this really does seem like goalpost shifting.
it isn't... it is "If I want to play a non magic character that keeps up I can't"
extrapolated an experience perhaps dominated by loosely policed workday
sigh... the go to arguement
into a general idea that fighters aren't at least exemplary at their jobs. They are. I've never seen a valor bard or hexblade* or bladesinger come close to doing the fighter's job better than the fighter.
well I have... for years many times at my game, at store games, at con games...
These seem more like the caster class you take if your party front-liners are bad at keeping the enemies away from the rear-liners, so you want to be a little less squishy.
*hexblade is overtuned, and probably gets a little too close to a fighter while still getting spells (although warlocks in general are a little undertuned in the spell department), but still is not a fighter in combat.
the only one of those I see played that way is bladesinger