D&D General The Case For High INT Fighters in Dungeons and Dragons

a physically feeble master will always be beaten by a brute with no combat experience.
Combat experience = level, not intelligence. In D&D a higher level character will almost always beat a lower level character, even if the higher level character has a sub-optimal stat distribution.

In some versions of D&D a higher INT stat gives a bonus to XP, representing the character's ability to learn new skills more quickly. This isn't class specific though. Being smart benefits clerics and barbarians just as much as it does fighters. The drawback is mechanical - wizards benefit twice over.
 

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That's a subclass talking--or a whole other class entirely. "A physically feeble master" = Monk, no?
Combat experience = level, not intelligence. In D&D a higher level character will almost always beat a lower level character, even if the higher level character has a sub-optimal stat distribution.

In some versions of D&D a higher INT stat gives a bonus to XP, representing the character's ability to learn new skills more quickly. This isn't class specific though. Being smart benefits clerics and barbarians just as much as it does fighters. The drawback is mechanical - wizards benefit twice over.
no, i am not referring to a monk(though this could be applied to any class) a master fighter weakened by age, long-term injury or illness, not am i referring to level although level is a somewhat closer comparison to what i mean here as experience is another expression of learning, your ability to learn/the amount you have learned is something that is represented with inteligence in DnD, but step back for a moment, this is what i was commenting to:
Defending yourself, planning your attacks, and targeting weak points? Yes, absolutely. Doing so with Intelligence? No.
Because "defending yourself" is a physical action, not a mental one.
these statements are asserting that a combatant's inteligence is NEVER something that contributes to their ability to fight, a fighter could be a genius and that wouldn't affect their combat one jot because all that matters is their physical strength, they wouldn't be able to outwit, outplan, observe and learn and strategise against their opponent, nope! all that matters is the size of their muscles!

let's frame this differently, using wizards, we have two wizard both 20th level, the first is 'dumb but strong' he has all his spell slots but the only spells they know are fire bolt, burning hands and fireball, the second wizard is 'smart but weak' he has a full selection of spells but his slots only go up to 5th level(still on 20th level progression though), even though they are theoretically 'weaker' the latter wizard would be better equiped to secure victory in the fight due to having more options.
 

Edit: Sorry, meant to answer this and didn't. "More stuff like maneuvers"...doesn't that literally mean the Battlemaster subclass? Diluting Battlemaster by making its features something actually all Fighters get is a bad idea, not least because there are plenty of Champion fans out there who emphatically do not want to deal with maneuver dice or any of that stuff.
siloing battlemaster into it's own subclass was an awful design decision they should feel bad about, but if people want to have the 'simple moron fighter experience' they can just take the precision attack maneuvre and do nothing but hit consistently, maybe also take parry to reduce incoming damage if that's not too complicated for them.
Know Your Enemy sucks, so...fine? I don't see how that actually rewards anything.
in this case it is less meant to be a reward and more a representation of their inteligence, although no doubt it could be tweaked to give more information when you have highter INT, however i didn't say to use KYE in it's exact current manifestation.
 

My group isn’t much interested in small unit tactical boardgames, so I’m happy that there is no warlord in 5e.

I understand that you like a different style of game.
But if your group isn't interested, nobody would play one, and it would make no difference either way. I think it's nice to have options if you want them.

I am playing a character who started as a 5e fighter and took Purple Dragon Knight at L3. We have now converted to A5E and I re-jigged him as a Marshall (warlord) and he is SO much more interesting to play, even with Int10.
 

But if your group isn't interested, nobody would play one, and it would make no difference either way. I think it's nice to have options if you want them
Not true. In order to support a warlord the game needs to be more tactical (theatre of the mind is right out), just as in order to support the thief class the game required locks and traps. It’s not something that can be added without impacting everyone.

And we have at least one person here arguing that ALL fighters should need INT. That’s not a change you can make without impacting everyone.
 
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no, i am not referring to a monk(though this could be applied to any class)
Doesn't that already weaken your argument, that it applies to any class, not just Fighters? It would seem your argument is "Intelligence should matter for all combats ever" now.

these statements are asserting that a combatant's inteligence is NEVER something that contributes to their ability to fight, a fighter could be a genius and that wouldn't affect their combat one jot because all that matters is their physical strength, they wouldn't be able to outwit, outplan, observe and learn and strategise against their opponent, nope! all that matters is the size of their muscles!
To turn your own question around at you then: What SHOULD Intelligence be doing here, then? Because the things you just described-outwitting, out planning, observing and learning and strategizing--are exclusively the domain of the player herself, not the Fighter she plays. Characters cannot outwit or outplan anything--they are words and numbers on a page. Players outwit and outplan. (Also, observation is Wisdom, not Intelligence, but that's a separate argument.)

For the purpose of D&D combat, the only statistics which matter for doing damage are Strength or Dexterity, unless magic gets involved (e.g. Bladesingers, Pact of the Blade, shillelagh, etc.) The only stat which matters for taking hits is Constitution. Avoiding damage is trickier, since saving throws mean any stat can be used for that, but Intelligence saves are generally about realizing illusions are illusory or avoiding brain-altering stuff (like having your brain eaten).

D&D does not--and with the exception of 4e, has not--ever had any mechanics which tie Intelligence to defense. In 4e, you added the higher of your Dexterity or Intelligence modifier to your Reflex defense, and also to your AC if you were wearing Light armor, and of course numerous classes had attacks that keyed off of Intelligence.

let's frame this differently, using wizards, we have two wizard both 20th level, the first is 'dumb but strong' he has all his spell slots but the only spells they know are fire bolt, burning hands and fireball, the second wizard is 'smart but weak' he has a full selection of spells but his slots only go up to 5th level(still on 20th level progression though), even though they are theoretically 'weaker' the latter wizard would be better equiped to secure victory in the fight due to having more options.
I'm...not really sure that that's the case. Fireball scales very well and defeats enemies rather thoroughly. Being limited to only 5th level spells is a pretty substantial limitation at level 20, even if you have several of them. I'm not really sure this analogy communicates what you want it to communicate, so let me attempt to present what I understand your (original) argument to be in my own words.

You see Intelligence as the stat which governs a character's ability to plan and exercise forethought. As a result, you feel it is not only something that should apply to combat, it should be obvious that it applies to combat--after all, thinking about what is going to happen next is a critical skill for combat. As a result, when you hear me say that I don't think there's a lot of room for interesting mechanics which key off of this, you find my position confusing at best.

I've got a few problems with this. One of them is that that's not actually what the Intelligence stat is. Intelligence is about memory and deduction, not planning and forethought. No stat in D&D covers planning and forethought--because that is meant to be left up to the actual person at the table, the human being running the character. If you fail to exercise good forethought and planning, you suffer the consequences; if you exercise good forethought and planning, you don't. Another is that the only stat that is even plausibly related, albeit only tangentially, is Wisdom because "good judgment" is among its ridiculous grab-bag of important effects. Some DMs will punish players who dump Wisdom by forcing/inducing them to do stupid crap (=display a lack of forethought and planning)--and guess what, there have in fact been Fighters that used Wisdom in past editions (most notably 4e, where a Str/Wis Fighter was actually quite potent.)

To use your own "let's put this in a different light" approach: In D&D terms, you are asking to be able to use the ability to remember facts and figures, solve equations, memorize book contents, and draw logical conclusions...as your ability to cause harm to other beings or to avoid being harmed by other beings. Quite literally, you're asking to be able to use "book smarts" as a defensive tool. That's...just not what Intelligence does, unless you're going well out on a limb.

I think it's quite possible to go out onto that limb with a subclass. I don't think it should be something ALL Fighters do--especially because doing that would thus punish every Fighter that doesn't prioritize Intelligence. I certainly don't think it's something absolutely every character should do.
 

4e had dex con and wis as a secondary stat for the fighter. It was a nice thing about 4th. I always thought that classes that aren't as mad as monks and pallys should have a something like 4e did. I dug the cha barby in 4e. The way that 4e gave classes roles, this gave a way to dip into other roles.
 

Because the things you just described-outwitting, out planning, observing and learning and strategizing--are exclusively the domain of the player herself, not the Fighter she plays. Characters cannot outwit or outplan anything--they are words and numbers on a page. Players outwit and outplan. (Also, observation is Wisdom, not Intelligence, but that's a separate argument.)
Absolutely this!
One of them is that that's not actually what the Intelligence stat is. Intelligence is about memory and deduction, not planning and forethought.
In the real world intelligence has many dimensions, the D&D definition focuses on a couple of very narrow aspects, principally recall, mathematics, and things very academic. It does not include ability to plan, or common sense. Forethought is an aspect of wisdom in D&D, just as social intelligence is covered by charisma.
No stat in D&D covers planning and forethought--because that is meant to be left up to the actual person at the table, the human being running the character.
Exactly why these things are not included in the D&D stat - the player is expected to supply them!
 
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Not true. In order to support a warlord the game needs to be more tactical (theatre of the mind is right out), just as in order to support the thief class the game required locks and traps. It’s not something that can be added without impacting everyone.

And we have at least one person here arguing that ALL fighters should need INT. That’s not a change you can make without impacting everyone.
All fighters can benefit from intelligence but so can any other class. If you are boosting intelligence, you are likely decreasing other stats that have more generic benefits to fighters (wisdom or charisma for perception or interaction skills). I think the issue is more, I can see a tangible benefit for fighter wisdom; I don't see any corresponding benefits for intelligence, so how can you simulate better tactical awareness? The answer for some is improved tactical options.

Bards were getting unjustified Jack of all trades to initiative for a while and it didn't break combat. Rogues have no strong reason to invest in intelligence either so its unlikely that multiclass dips would be unbalanced if worded like Unarmoured defence to avoid stacking.

Maybe you could add intelligence bonus to strength and dex saves in melee at higher levels.
 

Except that the very same people who make that complaint will skewer you for trying to make the Fighter magical.

There is no joining them. You aren't allowed to.
That's because now you are intruding in their neck of the woods and coming awfully close to being seen as a gish. 😋
5.5e gives them flight at some point IIRC? But it depends on the description. If it uses the word "magic[al]," can be fuelled by spell slots, or copies/mimics a spell, then it's magical. If it doesn't, then it isn't.
At 5th level, a 5.5e Dragonborn gains a pair of spectral wings that will grant them a Flight speed of 30 feet for 10 minutes. To me, this ability counts as magical because it's similar to the 3.5 spell Flight of the Dragon. Only instead of a pair of wings that appear real, these wings are ghostly in appearance.
so every fight is decided purely by who is physically stronger then, nobody uses their brain as they fight?
It's not so much that the martials aren't using their brain as they fight, it's that they are relying on hours of physical training to see them through a fight. Remember fights in 5e don't last very long and happen so quickly there isn't much time for a martial to think on what they are going to do next. What you are seeing is mostly muscle memory and rote behavior on their part.

As for this talk about the Warlord class in this thread, has anyone considered using Level Up's Marshal class for their 5e campaign?

 

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