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General Tabletop Discussion
*Dungeons & Dragons
4/26 Playtest: The Fighter
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<blockquote data-quote="Chaosmancer" data-source="post: 9009086" data-attributes="member: 6801228"><p>I'm still catching up to the thread, but this seems... really obvious to me what happened. Though I didn't consider the feats with the increases. </p><p></p><p>But, he used Cleave. Cleave gets an extra attack when you hit an enemy, against an enemy that is immediately adjacent to that enemy and within your reach (which means it is rather trivial to avoid cleave activating). So, yeah, obviously getting a full on additional attack is going to increase your damage by quite a bit, especially since the Great Weapon Master feat for OD&D still gives some damage boosting, and doesn't have the accuracy penalty. </p><p></p><p>But I imagine this is a completely different story if you used something like Push. Push is sort of useful, but it can't increase your damage unless there is something else to interact with, as we've seen with the crusher feat. Often pushing is only mildly useful at best (now, this could change if you are using the push on the Pike, and have Polearm+Sentinel, but I can't remember if that combo still works) </p><p></p><p>But as for the skills... well, aren't the feat ASI's happening for everyone? Aren't Paladins getting spells, Rangers getting spells and expertise, Rogues getting Expertise and Reliable, Even Barbarians getting the option to have a superior form of reliable as long as they are willing to burn combat ability (which they can't really afford to do)? </p><p></p><p>It is certainly nice that Fighter's aren't as screwed as we thought, but they are still gaining no new control options from level 1 on. They can't even use two masteries at once, which means that unless you are assuming a magical weapon, they are getting no benefit they couldn't get by simply having different weapons. And they are just baseline skill+prof forever. They get no ability to reach beyond that, which every other class in the entire playtest can do.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9009086, member: 6801228"] I'm still catching up to the thread, but this seems... really obvious to me what happened. Though I didn't consider the feats with the increases. But, he used Cleave. Cleave gets an extra attack when you hit an enemy, against an enemy that is immediately adjacent to that enemy and within your reach (which means it is rather trivial to avoid cleave activating). So, yeah, obviously getting a full on additional attack is going to increase your damage by quite a bit, especially since the Great Weapon Master feat for OD&D still gives some damage boosting, and doesn't have the accuracy penalty. But I imagine this is a completely different story if you used something like Push. Push is sort of useful, but it can't increase your damage unless there is something else to interact with, as we've seen with the crusher feat. Often pushing is only mildly useful at best (now, this could change if you are using the push on the Pike, and have Polearm+Sentinel, but I can't remember if that combo still works) But as for the skills... well, aren't the feat ASI's happening for everyone? Aren't Paladins getting spells, Rangers getting spells and expertise, Rogues getting Expertise and Reliable, Even Barbarians getting the option to have a superior form of reliable as long as they are willing to burn combat ability (which they can't really afford to do)? It is certainly nice that Fighter's aren't as screwed as we thought, but they are still gaining no new control options from level 1 on. They can't even use two masteries at once, which means that unless you are assuming a magical weapon, they are getting no benefit they couldn't get by simply having different weapons. And they are just baseline skill+prof forever. They get no ability to reach beyond that, which every other class in the entire playtest can do. [/QUOTE]
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4/26 Playtest: The Fighter
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