D&D (2024) 4/26 Playtest: The Fighter

Maybe they do, but then isn't it worth knowing how much of the power comes from the class and how much from the subclass? If we never seperate them, how are we supposed to know which way to judge them?
I don't know, is it? What value does that information bring? What are we supposed to do with that information?

And if you really needed to know, wouldn't it be better to compare the OneD&D fighter with their subclass features vs without? Jumping from one edition to the next isn't a reliable way to know the power ratio between a class and subclass since subtle differences within the system could change a lot. We've barely seen monster designs so if the average AC or HP of monsters change then the whole comparison falls apart.

Only partially true. There is a feat which is simply the ability score improvement feat. And it was specifically included to allow for "featless" games.
If it was meant to allow featless games, it wouldn't be a feat itself. In fact, its inclusion means the opposite: that they're leaning heavily into the madatory nature of feats.
True, species is mandatory. Is the fighter stronger now because Dwarves get Tremorsense? Or do we count that for the Paladin's class power? The reason I don't tend to look at species, is because species are universal, they apply to everything.
But we're not comparing different classes in the same system, we're comparing the same class in different systems. We have to analyze in the context of these separate system. We can choose the same race but, for example, if the human in OneD&D gets darkvision but the 5e one doesn't, that's a perfectlt fine mode of comparison.

But also, we're analyzing damage.
The insight it gives us in practice is that a rising tide lifted all ships. If we know all the changes to the OneDnD base fighter are really coming from the feat choice, then we know Weapon Mastery isn't very impactful, and we are right back where we started with the other classes outshining the fighter. Because other classes get feats too.
No, but those feat choices are synergistic with the class features.

A fighter has martial weapon proficiency, four extra attacks, and an option to crit with lower attack rolls. Some feats have synergy with just those three abilities, like the Charger or GWM feat. So while a wizard can take Charger, its important to realize the wizard probably isn't going to extract the benefits from it as much as a fighter would.
I don't know if everyone else has put this together or not, but when I've played casters I've often felt frustrated because I needed to take an ASI increase instead of a feat, because spell save DCs were FAR too important to not have my stats higher, unlike strength or Dex versus AC. But that has also changed. Used to be a wizard who took Warcaster and Spell Sniper fell behind on their spell DCs by level 9 and 10. Now? Warcaster gives a +1 to your stat. Spell Sniper gives +1 to your stat. Fighters aren't the only ones who are going to be able to get stronger abilities AND increase their raw numbers, though they will hit the ceiling sooner.
But that's not your thesis and its not what the data supports. What you're saying is that everyone in the same system is getting a buff. Okay, cool. But what does that have to do with how much the fighter itself has increased in damage?

Because we're looking at damage so far. Whether or not the wizard gets more utility or versatility in combat isn't part of the discussion.

Plus, the information you're giving could be misleading. If you tell a player that the base fighter only has a 17% damage increase, they'll probably think that playing a fighter in OneD&D isn't going to change their damage noticeable. But in-play, they'd be doing about 50% more damage, which is counter-intuitive to what you're trying to say.
 

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The 2014 Champion Fighter was one of the benchmarks for a low-power character. I'm going to wait until we can compare an optimised 2014 BM Fighter with a OneD&D equivalent before I make any judgements about power levels.
Well literally almost everything about the 1D&D champion is just as good as the 2014 fight or better. Some things are a lot better, Looking at you Indomitable with second wind and survivor. The only parts of a fighter that someone could argue are nerfed are action surge (it's still as good for a fighter, just worst of multiclass spellcasters.) and the power attack feats (Great Weapon Master and Sharpshooter). The power attack feats that were almost universally regarded as overpowered and broken in 5e.
 


You started out comparing the damage of the old Great Weapon Master to the new one. I thought we were talking about optimizing damage on a fighter. After all that is the fighter classes primary schtick.

So, I stated in that post I wanted to compare the old Great Weapon Master to the new Great Weapon Master. Why would that mean I'm talking about optimizing damage on the fighter? Great Weapon Master can be used by Barbarians and Paladins to.

This is why I'm utterly confused why you wanted to take my analysis of the old feat and the new feat, to see which was stronger and say "Well the new one is stronger when you add another feat on top of it to increase the damage". That isn't a fair comparison.

Now, maybe you could have gotten confused because I've done two different analysises? And those each had a different goal. But I've explained it to you at least once, so I'm not sure why you are still confused.

You don't think that when comparing whether the old or new fighter does more damage, that we should pick the feat that does the most damage? Again, extra feats are fighter class features. More powerful feats are fighter class feature. If you want to compare something else like versatility or survival, just state what we should be looking at, so we are all on the same page.

If I was looking at the optimized damage between the old fighter and the new fighter, I would give them both the same, optimized feats. But feats are not a class feature. Because feats are a choice. A player who decides to take Magic Initiate for their Fighter is not optimizing their damage, but it is still a fighter build. This is why if I'm truly looking at the baseline fighters, I don't include the feats. Because I want to know the fighter, not the most highly optimized fighter that made all the "best" damage choices, because that is a moving target.

If it is so self-evident, why are you arguing so much with me for pointing it out? Rather than just agreeing with me and focusing on the specific points you are interested in.

Because you seem continuously confused about my points, and attack me for stripping extra rules out. I was never analyzing which rule set was more powerful. I felt no need to do that.

I did a quick and dirty analysis between the base fighter of 5e and the base fighter of OD&D without the feats, to see what the damage difference caused by graze and cleave were (which are the only significant differences between the old fighter and new fighter in terms of combat damage). Then, separately, I was curious which GWM feat was better and analyzed that.

Then for some reason you insisted that I cannot possibly analyze GWM without giving the new GWM Charger as well, because of how good new feats are.
 

The fighters are basically identical other than Weapon Masteries... and the large buff to second wind, and the large buff to Indomitable, the several large buff the the Champion subclass (a free floating skill, free advantage, and Defy death make it impossible to for a fighter to be killed while he has any second wind uses left with indomitable.)

Second Wind didn't get a buff. Second wind went from 1 per short rest, to 2 to 4 per long rest. But, if you were playing with the two short rests assumed, it went from 3 per day to 1 per day eventually scaling to 4 per day. That is not a large buff at all.

Indomitable did get a buff. But, it is ultimately not affecting DPR. It is also attempting the same thing, it isn't like Indomitable isn't still improving fighter saves, it is just doing a better job of it. A good change, but not one that is going to be seen in a DPR analysis

Yes, the Champion got many many buffs. But the Champion =/= the Fighter. It is a fighter subclass. The next fighter subclass could be the Battlemaster and it could be utterly gutted. Again, look at my list on that post. I listed the level by level abilities of the fighter. They are nearly identical. The only new fighter ability is unconquerable, which is a bit of a frustrating design choice since it makes it difficult to work with second wind or give more uses of Indomitable sooner.

Again I just don't see how evaluating everything in isolation is any help. Synergies between abilities are a huge deal in D&D. I just don't see how you can actually evaluate an ability without looking at how other abilities can effect it. Look at the old weapon master feat, it is widely regarded as one of the most powerful feats in 5e. The thing is it actually sucks, unless you have a reliable source of advantage or another large boost to hit. Without it, the -5 to hit is just to crippling to actually be worth using.

I've explained this many times, but maybe this example will help.

Do you know WHY the Great Weapon Master feat was widely considered the most powerful feat in 5e? Because when people were analyzing it, they initially only analyzed it with the Barbarian. The Barbarian after all, is the great weapon using class. And they couldn't get Great Weapon Master until 4th level, and do you know what every Barbarian had by 4th level?

A reliable source of advantage.

Of course, some people wanted to see this on the fighter. And it was largely regarded at the time that the Battlemaster was the only fighter worth even talking about in the optimization community. And do you know what the Battlemaster Fighter had by 4th level when they got Great Weapon Master?

A large boost to hit from Precision Attack.

So how did we ever figure out that GWM wasn't all that great if you didn't have those features? Well, someone sat down, and analyzed it WITHOUT the class features. They put it in isolation, and tested it. And through that process, they got a more accurate picture than the initial analysis did, because they weren't skewing the result with class features. And they could examine the class features, without skewing the results with feats. That is why analyzing things in isolation is useful
 

This is why I'm utterly confused why you wanted to take my analysis of the old feat and the new feat, to see which was stronger and say "Well the new one is stronger when you add another feat on top of it to increase the damage". That isn't a fair comparison.
Did your analysis of the two weapon master feats include the +1 Strength the new feat gives as well? If it did, and I misread it, causing confusions and us to talk past each other. If that is the case I apologize and I'm sorry for the misunderstanding.

If you didn't include it in your analysis, my point is that in order to compare a 5e character with the weapon master feat, and a 1d&d character with the weapon master feat, where they both have the same strength, you have given the 5e character an extra +1 strength. The only way they can get that extra strength, is from a feat. The 5e fighter need either a +2 strength or a half feat that gives +1 strength. If the 5e character gets an extra feat its only fair that the 1D&D one does as well. I chose charger because it also gives a +1 strength, and it a straight forward damage boost, like the great weapon master feat.

I don't think I can explain myself any clearer than that. If you still don't understand my point we will just need to agree to disagree, and disengage, because I don't think we ever understand each other.
 

I don't know, is it? What value does that information bring? What are we supposed to do with that information?

And if you really needed to know, wouldn't it be better to compare the OneD&D fighter with their subclass features vs without? Jumping from one edition to the next isn't a reliable way to know the power ratio between a class and subclass since subtle differences within the system could change a lot. We've barely seen monster designs so if the average AC or HP of monsters change then the whole comparison falls apart.

If you want to see how much the fighter has improved, then you need to look at where they were, then look at where they are. And the Champion is perhaps the WORST subclass to attempt to evaluate how much the fighter subclass matters, because it is intentionally not given any abilities that require activation or really do anything complex. It is all just raw numbers. All they have for DPR is an improved critical range and 1 per fight advantage. If I use that as my baseline, then when we get a fighter with spellcasting, well, then things would be heavily skewed.

As for what we can do with the information, we can consider if the amount of DPR increase and the survivability increases from Indomitable and Unconquerable bridge the gap that was between the old fighter and the old casters. Then we can conisder the massive boost the sorcerer and wizard received. There is actually a lot you can use information for. That is why it is useful.

If it was meant to allow featless games, it wouldn't be a feat itself. In fact, its inclusion means the opposite: that they're leaning heavily into the madatory nature of feats.

Crawford literally said in the video that the feat debuted in that it was for those tables that want featless games, as a compromise.

But. again, even if feats are mandatory, feats are a choice. There is nothing stopping a fighter from taking Grappler, Speedster, Resilient, and Mage slayer instead of Great Weapon Master, Polearm Master, Charger, and Sentinel. Trying to analyze the fighter based heavily on feat choice does not give an accurate picture.

But we're not comparing different classes in the same system, we're comparing the same class in different systems. We have to analyze in the context of these separate system. We can choose the same race but, for example, if the human in OneD&D gets darkvision but the 5e one doesn't, that's a perfectlt fine mode of comparison.

But also, we're analyzing damage.

Sure, it would be a perfectly fine comparison IF I WAS COMPARING THE HUMANS FROM THOSE SYSTEMS. But if I'm comparing say, the rogue, stating that the OD&D rogue is superior because I picked human and one has darkvision and the other doesn't has actually not told me anything about the Rogue.

And again, to go back to the source of this debate. In Treantmonk's recent Barbarian video, he flat out stated what his goal was. His goal was to see if the loss of the -5/+10 mechanic had hurt the damage potential of the classes. That was his goal. That is NOT my goal. I don't care over much about that feat, and even if I did, it was rather trivial to just analyze the feat itself to see what difference that made. MY goal was to compare the differences between the class. Sort of like homebrewing it. If you homebrew the fighter class, and want to compare it, you compare it to the non-homebrewed version.

No, but those feat choices are synergistic with the class features.

A fighter has martial weapon proficiency, four extra attacks, and an option to crit with lower attack rolls. Some feats have synergy with just those three abilities, like the Charger or GWM feat. So while a wizard can take Charger, its important to realize the wizard probably isn't going to extract the benefits from it as much as a fighter would.

...

Yes, obviously the wizard isn't going to get much benefit out of charger. But they might get a lot of benefit out of Warcaster, which was also improved in the same manner. And again, you just can't help but mix the class and subclass like they are identical. The Fighter does not have the option to crit with lower attack rolls. The Champion does. When we get literally every single other subclass, none of them will have that ability.

But that's not your thesis and its not what the data supports. What you're saying is that everyone in the same system is getting a buff. Okay, cool. But what does that have to do with how much the fighter itself has increased in damage?

Because we're looking at damage so far. Whether or not the wizard gets more utility or versatility in combat isn't part of the discussion.

Plus, the information you're giving could be misleading. If you tell a player that the base fighter only has a 17% damage increase, they'll probably think that playing a fighter in OneD&D isn't going to change their damage noticeable. But in-play, they'd be doing about 50% more damage, which is counter-intuitive to what you're trying to say.

Which is why I wouldn't lie to them and say the fighter only has a 17% damage increase. I'd tell them that Weapon Masteries have only added about a 17% increase to fighter damage, and that is the only appreciable DPR difference between the 5e fighter and the OD&D fighter without feats.

And they won't ask "do feats increase damage" because... of course they do. No one is going to look at Charger, which used to be "when you dash, you can make a bonus action attack" and now is "if you move 10 ft in a line, you get a +1d8 to your damage roll, and you can dash double the distance" and not realize it has been improved.

And if they wanted to know, "okay, if I put all this together, what happens" then we could do that. I'm not against doing that in that context. But you have to be presenting the information clearly, and accurately. Not just throwing it all in the pot and saying "IT'S BETTER! MATH PROVES IT!"
 

Did your analysis of the two weapon master feats include the +1 Strength the new feat gives as well? If it did, and I misread it, causing confusions and us to talk past each other. If that is the case I apologize and I'm sorry for the misunderstanding.

I used the +5 mod because it was the math I had. I could have used a -1 strength mod and my results would have been identical. Because what matters was the comparison, not the raw numbers.

If you didn't include it in your analysis, my point is that in order to compare a 5e character with the weapon master feat, and a 1d&d character with the weapon master feat, where they both have the same strength, you have given the 5e character an extra +1 strength. The only way they can get that extra strength, is from a feat. The 5e fighter need either a +2 strength or a half feat that gives +1 strength. If the 5e character gets an extra feat its only fair that the 1D&D one does as well. I chose charger because it also gives a +1 strength, and it a straight forward damage boost, like the great weapon master feat.

I don't think I can explain myself any clearer than that. If you still don't understand my point we will just need to agree to disagree, and disengage, because I don't think we ever understand each other.

And this is why I hate putting modifiers in my analysis. Because someone always insists I have to justify them, when they aren't the point. I had the math for the +5 strength mod sitting in front of me, and it was easy to use. Do you want me to do it with a +3 strength mod and a +3 proficiency and show literally the exact same result?

Hmmm... actually... the prof mod at +5 makes bigger difference than I thought. I wasn't paying close attention (it was late) but the difference in the non-advantage version is only 2 pts. Eh, sure, why not. Let's do this at level 5 instead. +3 strength mod, assuming the bonus attack from GWM, so three attacks.

OGWM
0.35x19.3x3 = 20.27
0.1x6.3x3 = 1.89
Total for old 22.16 DPR

NGWM
0.6x9.3x3 = 16.74
0.1x6.3x3 = 1.89
+3 added to a single attack in the set, once per turn (prof bonus at level)
Total for new 21.63 DPR

Huh, so the new GWM is weaker at level 5. Not by much (0.53 pts of damage), more if you include advantage, but baseline is slightly weaker. It gets slightly stronger at 9th level though, when the prof bonus is +4 (by 0.47 pts of damage).

Eh, if you want to adjust for that, it seems all you would need to do is change it to be 1+prof modifer for the feat, instead of pure prof. Well, that shows the problem of doing something only at high levels, it shows a snapshot, not the full range. At least something good came out of this discussion.

(And no, I don't care that I could technically list the new fighter with a higher modifier. That isn't the point. The point was comparing -5/+10 to +prof mod once per turn)
 

Old vs New Great Weapon Master:

Assumption: Using a 1d10 weapon with 20 Str.

Old GWM scales with accuracy. The higher your base accuracy, the better it performs. Its value does not change with the number of attacks made.

At 40% base accuracy, OGWM does 75% of not using GWM (ie: worse). It breaks even between 50% and 55% base accuracy. At 70% base accuracy it's doing 25% more damage than not using it. At 90% base accuracy it's doing 40% more damage than without it.

New GWM scales inversely with the number of attacks. It does not vary with accuracy. It can only proc once per round, so the more attacks you make, the less it contributes in damage per round.

With 1 attack per round, it adds 48% to total damage. With 2 attacks per round it adds 24% to total damage. With 3 attacks per round it adds 16% to total damage. With 4 attacks per round it adds 12% to total damage. With 6 attacks per round (level 18+ fighter, Cleave weapon, and GWM crit proc, though I'm cheating and not calculating the different damage from the last two hits) it adds 8% to total damage.

With 1 attack per round, NGWM will basically always outdo OGWM. With 2 attacks per round, it will tie OGWM at a base accuracy of about 70%. With 3-6 attacks per round, NGWM is roughly on par with a 55%-60% base accuracy OGWM.

A level 5-10 fighter not using Polearm Master will generally be on par between OGWM and NGWM, at about +25% either way, assuming an accuracy around 70%. With Polearm Master, or after level 11, when reaching 3 attacks per round, NGWM is generally worse than OGWM, unless accuracy is kinda low (60% or less).

For a barbarian, if GWM is picked up at level 4, NGWM will generally be better. At level 5 with extra attack, OGWM will almost always be better due to the accuracy boost of Reckless Attack. Moreso after gaining Polearm Master, or using old Frenzy for a third attack.

That said, the extra +1 Str that NGWM provides shift things considerably. For example, going from a 17 to an 18 Str boosts both base damage and accuracy. This also means there's slight inverse scaling with accuracy, though pretty minor; not nearly as dramatic as OGWM.

So if you go from 17 to 18 Str, NGWM is now worth about 60% more when using 1 attack, 40% more when using 2 attacks, and around 25%-30% more for 3-6 attacks. That means that even with a high number of attacks, it's comparable to OGWM at around 60%-65% base accuracy.

Broadly speaking, I'd consider the two versions comparable. As you get higher accuracy and more attacks, things lean more towards OGWM, while lower accuracy, fewer attacks, and Str mod bumps favor the NGWM. It's hard to say exactly where the transition point is since there's so many things that can vary by character build or encounter.
 
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