What's is so bad about the fighter Helping 2 allies in combat?This is the most ridiculous point to get stuck on - obviously action surge is intended to be an action hero kind of moment...but if it does let you do two of anything in a turn, could you use it to give yourself the help action? Be your own best friend?
It's more of a concern about the spellcasters stealing something strong that's only a second level class dip.In 40 years of d&d the fighter got 1 thing “double action once per short rest” and the caster players are all like “yo I need a carve out so he can’t use our thing if he gets it twice”
Exactly. Spellcasters can still cast a spell and then follow up with some other heroic action. Putting forward an argument that the low level fighter ability should make you a better wizard seems a bit disingenuous.It's more of a concern about the spellcasters stealing something strong that's only a second level class dip.
Did you miss the part about how they are better at skills and have a lot more room for customization with feats to improve the other areas of the game?Talking damage to a good portion of people who have issues with the how the fighter is treated is a lot like telling someone dying of thirst how much dry instant oatmeal and salt they've got.
I can't agree about indomitable. It's still only 1/day - and that at a time when the fighters are already falling off in power so strong abilities are needed.
The weapon masteries are a start. But I agree with you that more than one melee and one ranged weapon mastery you can swap with a long rest is a ribbon ability. Even the third is slightly redundant.
Its damage jumped apparently by 50% to 70%. Might be more powerful than you think. I know I was surprised once I heard build comparisons.Honestly I'd rather (a) give all weapon masteries and (b) simply ditch fighting styles. Then for the fighter I'd rather give them the ability to add a mastery to their weapon and choose which to use as their first level thing. (I'd also buff the Versatile by a die size, and have Flex replace the old dueling style so it works out as effectively +2 damage).
And the new Champion actually does things! I think it's still weak - but it's not the absolute zero of the old version.
In what way?Did you miss the part about how they are better at skills and have a lot more room for customization with feats to improve the other areas of the game?
First the Champion gets more skill abilities. Second they get a feat earlier than before, and have more built-in defense freeing room that had been used to create more defense with feats. And third the feats now have a lot more +1 ability score boosts, which maxes out the Fighter main stat quicker, which allows room for non-combat feats. In Treantmonk's build test he found his "new" fighter was THREE feats ahead of the 2014 fighter, while still doing MUCH more damage than the 2014 fighter, and all three feats could be non-combat ones. It allowed for a much more well-rounded fighter. And he didn't expect that result until he built some fighters and saw how they interacted with all the new rules.In what way?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.