I want to expand a little on my previous post, specifically about adjusting the game to make the "mundane martial" feel as "cool" as the spell slinging wizard at key moments.
When a horde of goblins overwhelms the party, the wizard can throw a big spell and hopefully take out many of them them, but then they are spent and reduced to retreating behind the martials. Conversely, that sword and board fighter hacks away at the enemy, relentless and uncompromising and unstoppable because of steel and grit. In earlier versions of the game, this was achieved in the core design differences between the classes: the wizard was a glass cannon with powerful but limited tools, but was extremely vulnerable to even weak attacks due to way attacks and damage worked. Conversely, the fighter could not only hew through weaker opponents for as long as he had hit points to do so, he was much harder to hit than the wizard and could take much more damage.
What about the dragon, you ask? Well, the wizard was still limited in unleashing their most powerful attacks, and still weak. The fighter not only could likely still take the hits, the fighter was designed with good saving throws specifically to give the fighter the grit to stand up to the dragon or necromancer or whatever. The class fantasy of the fighter was solidly built into the design.
More recent versions of the game have drifted away from those key differences I enumerated. The restrictions and limitations on the wizard have eroded over time, and the wizard has been granted more "staying power" on top of it. Meanwhile, as monsters have gotten more powerful, the fighter has not really kept up: they don't have the highest hit points and ACs and best saves like they used to. And that is not even to mention the "kill as many goblins as you have hit dice" tool that makes the fighter feel awesome. Therefore, the solution is not to give the fighter near-magical attack sequences that emulate the kinds of impacts on the battlefield the casters have. the solution is to clamp down on the casters and to make "grit and steel" matter again.
When a horde of goblins overwhelms the party, the wizard can throw a big spell and hopefully take out many of them them, but then they are spent and reduced to retreating behind the martials. Conversely, that sword and board fighter hacks away at the enemy, relentless and uncompromising and unstoppable because of steel and grit. In earlier versions of the game, this was achieved in the core design differences between the classes: the wizard was a glass cannon with powerful but limited tools, but was extremely vulnerable to even weak attacks due to way attacks and damage worked. Conversely, the fighter could not only hew through weaker opponents for as long as he had hit points to do so, he was much harder to hit than the wizard and could take much more damage.
What about the dragon, you ask? Well, the wizard was still limited in unleashing their most powerful attacks, and still weak. The fighter not only could likely still take the hits, the fighter was designed with good saving throws specifically to give the fighter the grit to stand up to the dragon or necromancer or whatever. The class fantasy of the fighter was solidly built into the design.
More recent versions of the game have drifted away from those key differences I enumerated. The restrictions and limitations on the wizard have eroded over time, and the wizard has been granted more "staying power" on top of it. Meanwhile, as monsters have gotten more powerful, the fighter has not really kept up: they don't have the highest hit points and ACs and best saves like they used to. And that is not even to mention the "kill as many goblins as you have hit dice" tool that makes the fighter feel awesome. Therefore, the solution is not to give the fighter near-magical attack sequences that emulate the kinds of impacts on the battlefield the casters have. the solution is to clamp down on the casters and to make "grit and steel" matter again.
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