D&D 5E 02/08/13 New playtest packet to released today. [Udate: PACKAGE OUT!][

I'm really like this fighter, he's well designed, indomiblable is cool, not over powered.

But a Paladin with protective aura and a charisma mod of +4 standing beside the fighter that has advantage on saves to aviod magical effects is going to make that fighter super tough. Its a potent combo, because your almost forced to kill the Paladin first if you wish to take out the fighter even if the fighter is dealing more damage. Very tough combo. +4 bonus and advantage to those saves.
 

log in or register to remove this ad

I don't either, but as a stand-alone ability, irrespective of anything else, I was sure I was looking at a typo when I read Indomitable - it is that good.

Even if you forget about balance, why should the Fighter be inherently better than all others at resisting everything?

I think entrenched notions from 3rd edition might be why I have difficulty with this ability. Fighters in 3rd Edition had good Fortitude Saves, but were weaker at resisting Reflex and Will attacks. This felt right to me. Fighters are the best at melee, yet fear magic a little more than other classes. I thought this notion was fairly typical among D&D players and DMs.

A Paladin is still better at resisting then a fighter. Protective Aura is better then indominable, it applies not just yourself, a Cavalier ends up immune to fear and disease, uses heavy armour as well, has protective spells, and after using the level 20 cd is immune to the spells of undead and fiends, that includes being immune to the spells of demon princes, archdevils, Asmodeaus himself, Ultraloths, Liches, Vampire Lords, Atropals, Death Knights, Bonelords and so on.

Also think on this advantage is what roughly the same as plus four, a Paladin can have a basic charisma score of 20, that's plus 5 to all saves and not just against magic, but traps, natural disasters, poison, accidents, the rogue charm ability and so on. And he shares that with others. That's not including what happens if he or she gets an item that enhances Charisma beyond 20, in which case the Paladin can get way more powerful an Aura of Protection.

And the cherry on top, the fighter isn't the only one to get advantage against magic, so does the Paladin's mount, who also benifits from the Paladin's presence, including his aura.
 

I'm not opposed to a boost on a Fighter's saves, but I'd like it to work *with* other, situational advantages on saves (like a dwarf's advantage on saves against poison), instead of replacing them. Here I think a numerical modifier might work better than simple advantage.
 

But a Paladin with protective aura and a charisma mod of +4 standing beside the fighter that has advantage on saves to aviod magical effects is going to make that fighter super tough.

Throw in a barb and the fighter gains physical resistance and more damage. Actually a quite like the idea of a high level warrior trio that help each other.
 


Just ran a little bit of Isle of Dread with the new playtest packet. This was our group's first foray into Next since the very first packet.

We were generally impressed. Everyone seemed to have about the right amount of options without needless bloat. Not having skills was *fantastic* and encouraged much more freeform roleplaying. Combats were also about the right tempo.

A++++++, would run again, etc.

After reading the packet in detail, here were several things I liked a lot:
Fighters get advantage to saves at the higher levels! The class has needed some boosting, and that's a good way to do it.
Healing magic didn't seem completely vital. The party had a cleric, but he has yet to actually heal anybody, thanks to Hit Dice.
Magic items (generally) can't be sold for money! This fixes a multitude of issues. I also really enjoyed the tables that help to make each item unique.
 
Last edited:

I'm not opposed to a boost on a Fighter's saves, but I'd like it to work *with* other, situational advantages on saves (like a dwarf's advantage on saves against poison), instead of replacing them. Here I think a numerical modifier might work better than simple advantage.

I prefer it is advantage to avoid this type of stacking
 

But the 5e fighter is not built this way currently. He gets it all, a sturdy defense and a strong offense. A dm wants the fighter gone because he is ripping his monsters to pieces, not because of some game mechanic.

I am a DM and I feel like, why I wouldn't I want the Fighter to rip monsters to pieces? That's kind of the purpose of the game. And if it feels too easy, I'll just use better monsters.

Let's also keep in mind that there are other ways to get advantage on something including ST, but they don't stack, and there are ways to get disadvantage which cancels advantage. So not always the Fighter will end up having advantage thanks to this feature and not always this feature would make a difference if he already has advantage from another source.

Instead, this feature guarantees he will never have disadvantage. Would you like it better, if the class feature was changed to "At level 13th, the Fighter is never disadvantaged when rolling a ST"?
 

Instead, this feature guarantees he will never have disadvantage. Would you like it better, if the class feature was changed to "At level 13th, the Fighter is never disadvantaged when rolling a ST"?

That's a good reframe and feels intuitive: "after years of battling on the front line, nothing surprises you anymore. You take situations easily in your stride that would cause your colleagues to stumble".
 

Question: Does a 9th level ranger (horde path if it matters) get four melee attacks if he chooses to use two-weapon fighting? Thanks.
 

Remove ads

Top