D&D (2024) 4/26 Playtest: The Fighter

Chaosmancer

Legend
I just listened to the newest Treantmonk optimization release on Patreon (which will hit YouTube for free not too long from now).

He is reviewing the new fighter.

Spoilers!

He starts with the premise, having just read the class, that it's kind of meh. Now keep in mind, Treantmonk does optimization stuff for D&D now for a living. He crunches these numbers every day, plays a TON of games with other optimizers (and non-optimizers sometimes too), makes podcasts all the time, and you'd think if anyone would be good at glancing at new material and being able to figure out just from reading it if it's a big boost it would be him.

But, you can't really truly know until you do the number crunching and make the builds and compare them.

I really thought, going into this, he would come out pretty close to his initial impression. Which I must admit was my initial impression too, and I think the initial impression of a lot of people in this thread. Kinda meh. Yeah, some improvements, but not nearly enough. Crawford in his video promised a big jump in damage, and I was not seeing it.

I was wrong. Treantmonk's initial impression was wrong. All the comments here giving an initial impression the damage isn't really booted enough? Wrong.

Wow. There is SO MUCH interaction between all the new rules and the Fighter playtest that I was missing.

So Treantmonk did a build comparison and made his best Champion fighter under the new rules. Gave them Great Weapon Master and Polearm Master (the Great Weapon master is something you can no longer do with the new rules). You'd think the old Champion should outpace or at least be pretty close to the new one given that advantage of Great Weapon Master. NOPE!

The new Fighter was doing 50% more damage than the old one!

So then he figured he must be not giving the old fighter the right situation. We all know Great Weapon Master shines the most when they get advantage. So he tested it giving advantage to both the old and new versions and tried the numbers again.

The old fighter saw the expected jump in damage. However the new version? It was now 70% more damage than the old one!

And to be clear, he didn't even choose the most powerful of the Weapon Mastery options because he thinks it's overpowered and is assuming it will get nerfed. So he chose decent Weapon Masteries (I think it was Cleave and Nick). And it's a "choice" because the fighter (and maybe only the fighter) can change them around.

Yeah. There is stuff here I missed. Interactions with the new feats. Interactions with the new Weapon Masteries. Interactions with dying rules, saving throw rules, the levels you get certain things now, some re-wording on some class abilities and conditions, all sorts of stuff.

And this is just the damage portion. All kinds of stuff got a huge boost! With the new dying rules, and the new second wind, and the new higher level class features, the new fighter is going to be incredibly hard to kill. And it's really hard on initial read to see that. There is a whole bunch of subtle stuff that allows for the new fighter to just pop right back up from being knocked unconscious that is hard to see if you just straight read the new class.

Same for their saving throws. It's hard to see they're going to just outright change a failed save to a made save most of the time at higher levels sometimes.

And the feats. Oh my, the feats. So many feats now give a +1 to a stat, and the new fighter gets so many feats and at earlier levels than the old fighter. They are maxing out their primary stat much faster.

They're even better at skill usage than the old fighter. And with the feat changes, they have more options to boost that aspect while still dealing more damage. Because it wasn't even about the quantity of feats - it was about when you get them and the feats themselves and how you get more feats due to so many +1 feats now as options that you max out your main stat that much faster too.

Listening to this podcast I am wondering if I am doing this with all the new classes. If there isn't a bunch of stuff I am missing because I am not doing actual builds with all the new rules and seeing how all the new rules interact with the new class features and then running a comparison to an old version of the same class and seeing if there is a big change.

So, I finally got a chance to watch this video, and frankly both you and Treantmonk... I really want to say it is borderline disingenuous to my sensibilities how this was presented and done.

Let's just start with something you said, which isn't something I can blame Treantmonk for, because he was rather clear. You said "There is a whole bunch of subtle stuff that allows for the new fighter to just pop right back up from being knocked unconscious that is hard to see if you just straight read the new class." And at the time, I thought this was strange, but I willing to admit I might have been wrong. But what you were talking about was the interaction between the dying rules and the Survivor ability. The survivor ability that is unique to the CHAMPION. So, it really is incredibly hard to see how the new FIGHTER can just pop back up since you are talking about a subclass, not the class itself. Now, I admit, I didn't see that interaction until he pointed it out in the video, but claiming or even implying that a subclass ability applies to the class as a whole? You should be better than that.

But, let's turn back to the math and my problems with it.

Treantmonk wanted to check Crawford's claim, which was "We want the warriors to rely on their class features, not feats, for damage" I'll get back to this. So to test this, he decides to make a 5e DnD champion Fighter and a OD&D champion fighter, making the same decisions for each of them. He says this will be an "apples to apples" comparison. He makes them both level 13.


So we start off with Human for both. And the 5e Fighter gets 1 Feat and the OD&D Fighter gets two feats.... wait, what? Oh, you see, he isn't actually comparing the FIGHTERS, he is comparing the RULE SET CHANGES. Because he uses the new human with the new fighter, and the old V human with the old fighter. Gee wilikers mister, I wonder which build is going to be stronger? The one that starts with an extra feat or the one that doesn't?

And before you tell me "well that doesn't change anything about his results" it absolutely does, because he claims that the new fighter is "better at everything" in part because of that free Alert feat he just got. Oh, and does he make the same decisions at each level? No, because he can't, but that doesn't matter because he only looks at the end result.

So, what do the character creation rules tell us here? That getting +1 feat is more powerful than not getting it? Of course that's the case. But he isn't done. Because he gives the 5e Fighter all the old versions of the feats, and OD&D fighter all of the same, new feats. Which again, creates a bias because the results could be (and partially are) from the improvements of the FEATS not the CLASS. Just an example of this, he gives the new fighter the Charger feat, something the 5e Fighter couldn't get because of the new feat design, and this gives his fighter a +1d8 damage over the other.

This is incredibly frustrating, because there is a 1d8+5 from the two feats that the other fighter simply cannot possibly have access to, because these feats did not exist in the 5e rulebook. How is this a fair comparison of the damage?


Additionally, the two masteries he used were Cleave and Graze, which I only mention because he makes an assumption I feel is clearly wrong, and also that obviously again skews these results. He assumes, and he knows this is an assumption because he tries to back it up with a poll he did, that you can roll your attack, see the result on the D20, then decide which mastery you want to use. He then further compounds this by assuming every single miss activates graze. Which seems like a strange assumption to make, because the playtest document clearly is having you make the decision before you know if you hit or miss, which obviously meant to make Graze less consistent. After all, it is the only MAstery that doesn't activate on a hit. If the intent was that you could always use graze on every miss, I'd assume the language would be far clearer. But this assumption AGAIN skews the results. Becuase if I took two fighters and one had the ability to deal damage on a miss, and the other didn't and they were otherwise identical... of course the one with the ability to deal damage on a miss is going to be dealing more DPR, because they never deal 0 damage. This is so self-evident. Even if his reading is RAW, RAI tells me it isn't supposed to work this way, because it seems clear they attempted to stop it from working this way. All it would take is "you decide which mastery to activate after the attack hits or misses" and boom, 100% guaranteed Graze.


A true, actual comparison between the old fighter design and the new fighter design would have been using the same character creation rules (which shows the old champion is superior in initiative to the new champion), the same feats, and only comparing their class abilities. And when you do that?

Level5e FighterOD&D Fighter
1Fighting Style, Second Wind (SR)Fighting Style, two second winds (LR), Three Weapon Masteries
2Action SurgeAction Surge
3Subclass FeatureSubclass Feature
4FeatFeat, 3rd Second Wind, 4th Weapon Mastery
5Extra AttackExtra Attack, Feat
6FeatSubclass Feature
7Subclass FeatureWeapon Expert
8FeatFeat
9Indomitable(Improved) Indomitable
10Subclass FeatureSubclass Feature, 4th Second Wind, 5th Weapon Mastery
11Two Extra AttacksTwo Extra Attacks
12FeatFeat
13Two uses of IndomitableWeapon Adept


They are practically identical. And if we took the two classes at level 12, used the same rules, and compared what their damage output was like... the only way the new Fighter comes out ahead is from the extra attack of cleave, or the +1 damage from flex. And that is not 50% superior damage. Assuming the 6.3 per hit he does, and assuming we get the Great weapon attack bonus action like he does, it actually looks more like this

0.6x11.3x4 = 27.12
0.1x6.3x4 = 2.52
Total for old 29.64 DPR


0.6x11.3x4 = 27.12
0.1x6.3x4 = 2.52
He assumed cleave would proc 50% of the time... and I'm just going to trust his math here which seems to ignore the change that cleave can miss
0.5x0.97x6.3 = 3.06
0.1x0.97x6.3 = 0.6
Total for New 33.3

33.3 / 29.64 = about a 12% increase in damage. Not 50%, not 70%, 12% when you don't add extra damage for charger and swap the feat and everything else he did.

Now, did I ignore that the Champion subclass at this level has a 15% chance of critting instead of a 10%? Yes. But, again, I'm not comparing the champion to the champion, I'm trying to compare the FIGHTER to the FIGHTER. I'd have kept it at 5% crit chance, but I wanted to use his own math here as much as possible.

So, in the end... no. The fighter alone didn't get much of a boost, especially considering Cleave is probably the best option in the entire set. Feats got a boost, character creation got a boost, and if you combine all those boosts, then it is a pretty nice boost, but feats and character apply to EVERYONE. If you want to have an accurate assessment, you have to have as few changes between the two things you are comparing as possible. Not change everything all at once.
 

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Chaosmancer

Legend
Just the chance to hit once on a turn.

But you can take push, and force 2 enemies next to eachother on the first attack, then cleave for the next ones.

Point is, they do scale with more attacks. At least somewhat .

And barbarians get range bonus on cleave.

You can't count "is more likely to activate" as scaling. It isn't scaling.

The push is a potential, but it requires a lot of steps to get their and either juggling weapons or being a 13th level fighter.
 

Minigiant

Legend
Supporter
You can't put any mastery on any weapon. So they are all still different.

Not sure it's worth the complexity of having to look up what ability is allowed on what weapon, but they are different.
The Battleaxe, Warhammer,, War pick, and Longsword are mechanically the same for dice and properties and therefore masteries.

Same with the Greatsword and Maul.
 

Chaosmancer

Legend
So your saying we finally found something the fighter is uniquely best out that no other class can do..... hey we've done it!!!!

Yep, only a fighter can use a ranged weapon attack to knock a flying creature prone.

Warlock can also knock a flying creature prone, and I be other spellcasters can too, but only fighter's can do it with a ranged weapon attack.
 

Stalker0

Legend
Warlock can also knock a flying creature prone, and I be other spellcasters can too, but only fighter's can do it with a ranged weapon attack.
Sure by spending a spell slot, and the creature having to make a save against said spell, and at a range much shorter than the fighter can fire the bow. Meanwhile the fighter can shoot 2-3 times and generate lots of saves.
 

Asisreo

Patron Badass
So, it really is incredibly hard to see how the new FIGHTER can just pop back up since you are talking about a subclass, not the class itself.
Actually, the base fighter's unconquerable makes them almost impossible to keep down as well.

If they make a saving throw (including a death save) and fail, they can reroll with a +15 (insta-success) and heal 1d10+15.

That's pretty difficult to kill if you ask me.
 

Actually, the base fighter's unconquerable makes them almost impossible to keep down as well.

If they make a saving throw (including a death save) and fail, they can reroll with a +15 (insta-success) and heal 1d10+15.

That's pretty difficult to kill if you ask me.
That's so cool, and I mean this earnestly. That's such a slick feature.
 

Stalker0

Legend
Actually, the base fighter's unconquerable makes them almost impossible to keep down as well.

If they make a saving throw (including a death save) and fail, they can reroll with a +15 (insta-success) and heal 1d10+15.

That's pretty difficult to kill if you ask me.
Hmm very interesting. It comes down to "does unconquerable allow you to bypass the bonus action portion"

Based on its reading I think it does but I could see others making a legitimate counter argument. Definately something to clarify with wotc.

But if so, yeah that's pretty darn cool.
 

mellored

Legend
You can't count "is more likely to activate" as scaling. It isn't scaling.
Sure it is.
Level 1 cleave is +3.9 average damage
Level 17 cleave is +6.3 average damage.

Not including pushing people into position, magic weapons, or buffs.

Now is it enough scaling? Not sure. But it scales.
 

Sure it is.
Level 1 cleave is +3.9 average damage
Level 17 cleave is +6.3 average damage.

Not including pushing people into position, magic weapons, or buffs.

Now is it enough scaling? Not sure. But it scales.
And I'd say that the magic item is the biggest part of the scaling. A Flametongue Longsword for example roughly doubles the damage.
 

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