Ah. I think ECMO3 did a similar reckoning. He pointed out that Fighters' weapon and armour proficiencies actually break down into dozens of different choices. Therefore fighters did in fact have an equivalent number of choice of class feature as wizards do.
Which do you regard as a feature: the ability to do something new, or when you get to use an ability an additional time?
From here, it looks like the former. So when you pick a Fighting Style or a 1st level spell counts, but you don't count when you get an additional action surge or your 3rd 5th...
I'm not sure. For one, it would be hard to justify a 1/day 3rd level spell as within feat territory, let alone a 9th level spell.
For two, feats are generally good for doing one thing repeatedly and are not easy to swap around. You might end up with the 3.5 issue where fighters often became...
That's fair. The best way to deal with that for the mythic "complex fighter" that would normally run off short rest resources is to have a couple of abilities with long durations that last until the next short rest. So the character that chose them would be considered to have that effect on all...
Warlock is a good basis - particularly the Hexblade, which outside of 1-level dips, is generally regarded as OK, but not excessively powerful.
Warlocks have an at-will attack that stacks up well against a the base fighter's extra attack, some always on/at-will abilities plus spells all the way...
That is certainly a bold claim. Other than the base 4 skill proficiencies everyone gets, a lot of people have been saying that the fighter base class does not get many exploration or social capabilities.
Since you have proof that this is not the case, by all means, present it.
For me, a short summary of what my complex {fighter-alternative-class} would be close to "Bo9S Warblade with added out of combat capabilities."
The recharge mechanic would likely need adjustment for 5e, but the "extraordinary but not magical" maneuvers available to them from the Bo9S fit the...
No, but if you don't have to destroy the hornets' nest today, the advantage will be with the person who can turn up tomorrow with a smoker, long pole, bag, and head netting, rather than the one who just has bigger boots.
It is targeting people with certain preferences and is an artifact of the rules. So it is more like banning everyone with certain hair length from crossing the halfway line. Sure, you can perform OK on your side of the line, but you're not allowed to reach your max potential if you stick to your...
Not everyone bases the character they want to play upon the power of the class: For many these are completely separate concepts.
Many people want to play the concept of a warrior who does not cast spells, but gets by on skill and determination. They are either willing to tolerate the power...
Seen a couple of characters with it so far. Overall it is an extremely powerful spell. While I've seen it used as a cheap way of punching through saves (and counterspell!) it has also been used to negate crits and on quite a few ability checks. It is this sheer versatility as well as raw power...
No. The point of a flail is to hit people with the flail bit, not the shaft. So you're swinging from vertical to almost horizontal at shoulder height or a bit above, and the flail portion continues the motion after the shaft stops, swinging down into your opponents' heads and arms.
Conservation...
This is not good game design. The concept of having some players' characters being mechanically superior than others has been used before in games like Arse Magica, but that required a rotating stable of characters and the assumption that everyone would get their turn playing a wizard.
It does...
The Footman's flail has a long shaft and the flail portion is only as long as the final 3rd or so. It is quite possible to swing it over the heads of your allies to hit the front line of the people that you are facing, and it can be swung back to vertical to prepare another strike without...
I think the exact opposite in fact. - As long as the opponent has a shield or equally large weapon and freedom to move, the footman's flail is at a disadvantage in a one-on-one situation.
Where I think it would shine is in the second rank of a battlefield engagement. The swing of the head would...
I feel that a good part of the reason that you have difficulty seeing your first paragraph is revealed in this last statement.
- The most powerful spells do not use saving throws. The second most powerful are the ones that target unusual saves.
- Monsters' saves only advance level with DC if...
The only suggestions about using this sort of thing at will specifically talked about removing the extra damage, so it was only the goading effect, and not the extra d6.
So I'm asking again, because I don't have that many people on ignore - Who has suggested:
Please?
How? By being hit more...
Could you kindly point out who has suggested this please?
You truly believe that imposing disadvantage to hit other party members on one or two creatures is going to "overshadow" the other characters? More than say, a Fireball or Hypnotic pattern would?
An 11th level Wizard with a 3-level Sorceror dip could do 22 attacks in 4 rounds of combat, all with advantage, all dealing more damage than the fighter/ranger, suffering no attacks of opportunity from moving between targets and with disadvantage to hit them.
Think about that - This isn't AoE...