D&D 5E (2024) 5.5 Fighter Best Eince 2E

Ok time to bring some real math into this discussion assuming an actual Monster.

Against an Ancient Red Dragon (2014 version) AC22 +16 Con save with 3 legendaries

A 2014 Monk using FOB, Focused Aim and Stunning Strike over 2 rounds averages 57 damage and uses 9.6 ki on average

A 2014 Monk using FOB, Focused Aim and Stunning Strike on the first round and QP on the second round averages 83 damage and uses 7.8 ki on average.
Don't know what the point was of doing numbers with Stunning Strike in the first place when you would not even bother using that against an Ancient Red Dragon.

The base 57DPR Monk numbers above are without any subclass. For comparison a Fighter with no suclass, GWF and a Greatsword does 57 average over two rounds burning both Action Surges.

If that Fighter is a battlemaster he does 100 DPR over 2 rounds using all his dice on precision and Trip attack and all his action surges.

A Long Death Monk using Touch of the Long Death twice in a row does 121 over 2 rounds if the dragon relies on his saves or 110 if he is going to use Legendaries to lower the damage on a failed save. Note this includes no bonus actions, but does use all of his ki.
Rather dishonest the way you're framing it.

The base Attack + Flurry Monk does 28.5 DPR, adding up to 57 stretching it to 2 rounds.

The subclassless Fighter with Action Surges 1st two rounds actually is 57 DPR, taking that up to 114 over 2 rounds.

The Battle Master Fighter with Action Surges and Precision Attacks is 100 DPR, 200 taken over the 2 rounds.

Pretty bad when the most damaging 17th-level Monk subclass feature only barely outdamages a base Fighter's Action Surge with no other resource expenditure. Also that Long Death Monk has no ki left, now stuck until the next rest with a base DPR of 16.6, compared to the base Fighter's 28.5 with no resources used.

If that Long Death Monk is up against a Battle Master Fighter the comparison is a joke.

Is the 2014 Monk more powerful than the 2024 Monk? No, it is not even close. In tier 4 the 2014 Monk is well below most (maybe all?) of the 2024 non-casters and all the casters as well.

Is the 2014 Monk more fun to play with other 2014 characters than the 2024 Monk is with other 2024 characters? Yes absolutely.
Weird, but whatever.
 

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Don't know what the point was of doing numbers with Stunning Strike in the first place when you would not even bother using that against an Ancient Red Dragon.

BEcause stunning strike is supposedly better than QP and all the other things I listed.

The subclassless Fighter with Action Surges 1st two rounds actually is 57 DPR, taking that up to 114 over 2 rounds.

The Battle Master Fighter with Action Surges and Precision Attacks is 100 DPR, 200 taken over the 2 rounds.

You are correct about a subclassless fighter it is 113 over 2 rounds if he action surges both rounds. The battlemaster is less than 200 over 2 rounds, it is 158 over 2 rounds because he only has 6 maneuver dice and uses them on his first 6 attacks (first one and a half actions).
 
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i guess my thing is that at some point it's just math for the sake of math. like why am i adding +20 to the save? just give me the success at that point.
Yes, at level 20 or whatever indomidable could convert to "you auto save".

When should it happen? +15 isn't quite enough (if you have a base -2, that is a +13). If it happens at level 20, however, it is a bit late ("what a useless feature, you already always save").

this is an absolutely bizarre way of looking at things that i simply cannot understand.
Ok, so action surge is great! Imagine if action surge recharged on an action instead of a short rest.

You could say that action surge is "worth" about a 1/3 increase in player damage output, based on the first 3 rounds of a combat being the important ones. +33% output effectiveness.

Now give the character 2 action surges. The 2nd is worth... +25%. How about 3? +20%.

If they where worth the same amount percentage wise, the 3 action surge character would be 1.33^3 = 2.35x as good as the 0 action surge character; instead they are 2x.

How about 1 billion action surges? They clearly aren't 1 billion times more powerful. Those last 999,999,999 action surges are each less useful than the first.

The ability to auto save 1/day is better if you can't already do it, the 2nd isn't as good as the first.

But with indomidable, your "auto saves" aren't quite auto saves; instead they are rerolls with a large bonus. That bonus goes up as you gain levels. So from level 9 to 13 you both gain a 2nd use of indomidable, and a +4 bonus to indomidable checks on both uses. Which helps the ability super-scale with additional fighter levels.


you have to remember, though, that enemy save DCs are increasing at a similar rate along those levels. so yeah, sure, your wisdom save at level 9 is a +10, but that's against a DC 16. and your wisdom save might be a +21 at level 20, but that's against a DC 25-27 (since you're probably fighting an endgame boss at that point). that's really only a +1 at best.
I don't think all fights at level 20 are endgame bosses?

And hopefully you have done more to shore up your wisdom save from level 10 to 20 than nothing! I invested hugely in a combination of making the character immune to common conditions (charm, fear, teleport, plane shift, paralyze, slow, death) and getting save boosts with my last higher level melee type, and they didn't even reach 20.

So, +11 vs +24 and maybe advantage.

you...completely misunderstood what i was saying. i wasn't saying any given fighter using indomitable was getting the same mileage. i was saying the SAME fighter using any one of their CURRENT uses of indomitable is getting the same mileage out of each. a level 20 fighter is getting a +20 on each use of their indomitable.
So, the ability to indomidable 1/day is more than half as good as they ability to do it 2/day.

If you had 1/day use of it, you'd save it for "omg I'm screwed if I fail this". You'll probably not run into this as many times per day, and the 2nd time per day is moot if you didn't use it the first time anyhow; the 2nd use is less important than the first use.

With 2/day you start being tempted to use it on "that would really suck" instead of "I'm utterly screwed", and with 3/day one of the uses is probably going to be against a relatively minor problem.

The impact on the game narrative from 3 uses per day is less than 3 times the impact of 1 use per day. The mechanical effect is identical; the opportunity to use it won't be.

Unless, of course, the DM decides "I target bob with indomidable until all of its uses are finished; then I aim for someone else. My job is to ensure each player gets to use their class features!", which could happen.
 

Yes, at level 20 or whatever indomidable could convert to "you auto save".

When should it happen? +15 isn't quite enough (if you have a base -2, that is a +13). If it happens at level 20, however, it is a bit late ("what a useless feature, you already always save").
i'd say just skip the question entirely and have it start as an auto save (or change it to be slowly collecting save proficiencies). the bonus starts and ends high enough that that's clearly the intent anyway. why bother with the math?
Ok, so action surge is great! Imagine if action surge recharged on an action instead of a short rest.

You could say that action surge is "worth" about a 1/3 increase in player damage output, based on the first 3 rounds of a combat being the important ones. +33% output effectiveness.

Now give the character 2 action surges. The 2nd is worth... +25%. How about 3? +20%.

If they where worth the same amount percentage wise, the 3 action surge character would be 1.33^3 = 2.35x as good as the 0 action surge character; instead they are 2x.

How about 1 billion action surges? They clearly aren't 1 billion times more powerful. Those last 999,999,999 action surges are each less useful than the first.

The ability to auto save 1/day is better if you can't already do it, the 2nd isn't as good as the first.

But with indomidable, your "auto saves" aren't quite auto saves; instead they are rerolls with a large bonus. That bonus goes up as you gain levels. So from level 9 to 13 you both gain a 2nd use of indomidable, and a +4 bonus to indomidable checks on both uses. Which helps the ability super-scale with additional fighter levels.
okay, let me clarify - i understand the math. i don't understand the perspective.

like, sure, we can throw around percentages and go "See, your later uses are less effective because of percentages!" but like...i'm still taking 4 attacks each action surge. i'm still getting the same bonus on each indomitable. it's just such a...white roomy way of looking at things, to the point where it feels alien to me.
I don't think all fights at level 20 are endgame bosses?
based off stories i've seen i think the only fights that really matter at level 20 are likely to be endgame bosses. there's exceptions, but from what i've seen most games that hit level 20 tend to end pretty soon after.
And hopefully you have done more to shore up your wisdom save from level 10 to 20 than nothing! I invested hugely in a combination of making the character immune to common conditions (charm, fear, teleport, plane shift, paralyze, slow, death) and getting save boosts with my last higher level melee type, and they didn't even reach 20.

So, +11 vs +24 and maybe advantage.
a lot of that will be dependent on what magic items your dm let you has, though. like without magic items you can pick up resilient wisdom and maybe boost your wisdom at higher levels and...that's about it.
So, the ability to indomidable 1/day is more than half as good as they ability to do it 2/day.

If you had 1/day use of it, you'd save it for "omg I'm screwed if I fail this". You'll probably not run into this as many times per day, and the 2nd time per day is moot if you didn't use it the first time anyhow; the 2nd use is less important than the first use.

With 2/day you start being tempted to use it on "that would really suck" instead of "I'm utterly screwed", and with 3/day one of the uses is probably going to be against a relatively minor problem.

The impact on the game narrative from 3 uses per day is less than 3 times the impact of 1 use per day. The mechanical effect is identical; the opportunity to use it won't be.
i mean...is that actually true? and if it is true, does it actually make those uses LESS effective?

like, what is actually stopping the DM from throwing multiple debilitating effects at your fighter? especially at the levels where you have more then one use of indomitable. there could easily be multiple enemies with hard control, or an enemy with multiple hard control effects.

but even if they don't - okay, the first one goes to avoiding paralysis. if the next one goes to stopping a fire storm from knocking me to 0, is that actually less effective then the one that got me out of paralysis? how would you determine that? even if it wouldn't have knocked me to 0, what if the next attack would have? there's too much going on in an actual fight for this to be a meaningful assumption, which is part of why i just don't get the perspective. how effective an extra use of something actually is will be entirely dependent on what's happening. using an action surge to dash at higher levels, for example, feels really bad and reads statistically suboptimal, until it gets you within range of the bbeg to lay into him with a full action of attacks.
 

Yes, at level 20 or whatever indomidable could convert to "you auto save".

When should it happen? +15 isn't quite enough (if you have a base -2, that is a +13). If it happens at level 20, however, it is a bit late ("what a useless feature, you already always save").


Ok, so action surge is great! Imagine if action surge recharged on an action instead of a short rest.

You could say that action surge is "worth" about a 1/3 increase in player damage output, based on the first 3 rounds of a combat being the important ones. +33% output effectiveness.

Now give the character 2 action surges. The 2nd is worth... +25%. How about 3? +20%.

If they where worth the same amount percentage wise, the 3 action surge character would be 1.33^3 = 2.35x as good as the 0 action surge character; instead they are 2x.

How about 1 billion action surges? They clearly aren't 1 billion times more powerful. Those last 999,999,999 action surges are each less useful than the first.

The ability to auto save 1/day is better if you can't already do it, the 2nd isn't as good as the first.
I really disagree, actually you disagree with yourself. See below.
But with indomidable, your "auto saves" aren't quite auto saves; instead they are rerolls with a large bonus. That bonus goes up as you gain levels. So from level 9 to 13 you both gain a 2nd use of indomidable, and a +4 bonus to indomidable checks on both uses. Which helps the ability super-scale with additional fighter levels.



I don't think all fights at level 20 are endgame bosses?

And hopefully you have done more to shore up your wisdom save from level 10 to 20 than nothing! I invested hugely in a combination of making the character immune to common conditions (charm, fear, teleport, plane shift, paralyze, slow, death) and getting save boosts with my last higher level melee type, and they didn't even reach 20.

So, +11 vs +24 and maybe advantage.


So, the ability to indomidable 1/day is more than half as good as they ability to do it 2/day.

If you had 1/day use of it, you'd save it for "omg I'm screwed if I fail this". You'll probably not run into this as many times per day, and the 2nd time per day is moot if you didn't use it the first time anyhow; the 2nd use is less important than the first use.

With 2/day you start being tempted to use it on "that would really suck" instead of "I'm utterly screwed", and with 3/day one of the uses is probably going to be against a relatively minor problem.
I think this is why the 2nd and 3rd uses might have more impact than the 1st one.

If you only have one auto save, you save it for the really important things. Moat days it won't do anything at all...
 

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