Neonchameleon
Legend
It helps with but does not solve one of the core problems with the fighter. There are several. Off the top of my head:Upthread I proposed this:
Hero Points
At 3rd level, select an ability score. When you fail a check (not attack roll or saving throw) with that ability, you may re-roll it. You may do this as many times as your proficiency bonus, and you regain all uses on a short rest. Whenever your proficiency bonus increases you may select an additional ability.
One of the reasons I like this, and am realizing that a reason some of you may NOT like it, is that it's highly generic and malleable: you can take the abilities in any order you want, and flavor their use however you like, to represent the skills/talents of any archetype.
But I think some people really like having abilities that are named and flavored to fit a specific archetype.
Is that right?
- The base fighter as it currently exists out of combat is no more effective than a standard commoner with the same stats
- Most fighter subclasses are no more effective out of combat than a commoner played by a player with loaded dice. This is one of those (it's effectively "Super-advantage" on skills based on a given stat).
- The fighter doesn't come with anything significant to counter magic as it levels up. In particular there is a lack of "gap closers" like the ability to sprint more or faster at higher levels (I find it a travesty that martial characters mostly have unchanged speed) and the ability to e.g. parry magic.
- The fighter does not allow for a complex tactical character when the barbarian exists for the simple hitty warriors. (And the rogue suffers here as well, to a greater degree)