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A critique and review of the Fighter class
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<blockquote data-quote="tetrasodium" data-source="post: 8673459" data-attributes="member: 93670"><p>Warlock falls into the same short rest nova king niche as fighter and has a (1d10+stat mod)*(number of attacks) that scales like fighter extra attack. They are just as if not more overpowered as fighter. That's thanks to the ability to dump a couple of whatever the best <a href="https://www.dndbeyond.com/posts/177-spell-spotlight-fireball" target="_blank">"intentionally overtuned"</a> spell they have access to before falling back to repelling eldritch blast till they can buddy with the fighter to call for or simply dig in & guilt the group/GM into letting them take yet another rest so they can repeat it the next fight.</p><p></p><p>I'm not sure how fighter could be broken up to fix anything short of doing so in order to rebuild the poorly done monolithic base chassis & provide room for more choices or even archetype features like the levelup fighter does. Wizard was actually recombined by 5e's oversimplifications though. Back when SR was a thing</p><p>[spoiler="spells fell into a few general categories"]</p><ul> <li data-xf-list-type="ul"><strong>Solid nukes</strong> where the damage was less important than the damage type accomplishing something. Acid arrow turning off troll regen is an example</li> <li data-xf-list-type="ul">very awesome high level nukes. Fireball & others fell into this category</li> <li data-xf-list-type="ul"><strong>Solid & reliable</strong> buff/debuff/control spells Haste Web Bulls strength/cats grace/etc fit in here</li> <li data-xf-list-type="ul"><strong>Save or suck</strong> control & debuff spells like web glitterdust solid fog stinking cloud & others fit here</li> <li data-xf-list-type="ul">Save or lose spells like flesh to stone/feeblemind/etc</li> </ul><p>[/spoiler]</p><p>There were a few other areas spells fell into, but largely spells tended to fall into or close to those groupings. The bolded groupings tended to be SR:no spells while the others were usually SR:Yes with the unbolded SR:no spells tending to fall in around drawbacks like the 8th level incendiary cloud's 4d6 damage. Feat choices & spell spell selection was generally going to change depending on a PC's build & there just weren't really enough to excel at both so wizards would self divide as a result.</p><p></p><p>That self divide was demolished by 5e's oversimplifications with a cascading avalanche of change that no doubt led to other last minute fixes</p><ul> <li data-xf-list-type="ul">Spells changed to do what they do based on slot level rather than caster level so a wizard no longer shook up their lower level slots with now more powerful versions of previously unworthy spells. This meant that a caster's lower level slots were only useful for upcasting came with a cost & few if any spells had their scaling adjusted to make casting a high level version worthy. Worse still it caused a lot of buff/debuff spells like bulls strength & such to be pretty trash.</li> <li data-xf-list-type="ul">With a bunch of spells shifted from "really want to prepare" over to "why the heck would I ever prepare <em>that</em>" the spell list really narrows down to the best of the best & the versatility that was once important is no longer of any real value so a caster can do both sides of the self divide suddenly.</li> <li data-xf-list-type="ul">concentration was overused & applied to nearly any spell with a duration not instant or basically instant. Right away borderline spells that <em>could</em> have been worthy of preparing in case or casting became flatly <em>unusable</em> because the caster can only concentrate on one spell & it needs to be amazeballs. Low level low cost buff/debuff/control spells were no longer low cost force multipliers & came with significant opportunity cost causing them to be tossed in the trash bin rather than being sprinkled around to make everyone else at the table a little better/safer as fitting.</li> <li data-xf-list-type="ul">Spell Resistance(SR) was removed in favor of magic & legendary resistance with all the finesse of a cinderblock. Those apply to <em>any</em>spell & casters no longer have the reliable SR:no force multiplier stuff that made everyone feel awesome/safe to fall back on when they hit the big boss dragon/fiend/etc so need to burn through it feeling useless before switching to save or lose or the biggest baddest nukes they have.<ul> <li data-xf-list-type="ul">That removal of SR in order to simplify something in 5e's relentless quest to streamline & simplify at any cost dealt another blow to the self division that once existed among casters though. Without SR the associated Spell Penetration choices were simply out the window & now casters no longer had to choose between spell penetration vrs something else since <em>every</em> spell effectively became SR:Yes with the magic resist/legendary resist.</li> </ul></li> <li data-xf-list-type="ul">To further rejoin the self division wotc decided that some spells were "iconic" & overpowered them while just nerfing the heck out of many others that were once bread & butter in the bolded categories.</li> </ul><p></p><p></p><p>So in a roundabout way <strong>5e's simplifications intended to reign in what could absolutely become out of control with casters directly nerfed the fighter</strong> who could no longer reasonably expect to be fighting with someone regularly throwing out low level force multiplier buff/debuff/control spells. Any kind of split needs to be done with more attention to how things work as a system & a better understanding of human nature than 5e gave this area. Unfortunately it's a very high bar to rewind this even a little because they purged all traces of it & monsters don't have the support for it any more than anything else.</p><p>edit: The shift from DR X/Thing & resist Y/Element to blanket resist had a bunch of followup problems created as well both to nerf (some) fighters & exacerbate the problems with unsplitting of casters</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8673459, member: 93670"] Warlock falls into the same short rest nova king niche as fighter and has a (1d10+stat mod)*(number of attacks) that scales like fighter extra attack. They are just as if not more overpowered as fighter. That's thanks to the ability to dump a couple of whatever the best [URL='https://www.dndbeyond.com/posts/177-spell-spotlight-fireball']"intentionally overtuned"[/URL] spell they have access to before falling back to repelling eldritch blast till they can buddy with the fighter to call for or simply dig in & guilt the group/GM into letting them take yet another rest so they can repeat it the next fight. I'm not sure how fighter could be broken up to fix anything short of doing so in order to rebuild the poorly done monolithic base chassis & provide room for more choices or even archetype features like the levelup fighter does. Wizard was actually recombined by 5e's oversimplifications though. Back when SR was a thing [spoiler="spells fell into a few general categories"] [LIST] [*][B]Solid nukes[/B] where the damage was less important than the damage type accomplishing something. Acid arrow turning off troll regen is an example [*]very awesome high level nukes. Fireball & others fell into this category [*][B]Solid & reliable[/B] buff/debuff/control spells Haste Web Bulls strength/cats grace/etc fit in here [*][B]Save or suck[/B] control & debuff spells like web glitterdust solid fog stinking cloud & others fit here [*]Save or lose spells like flesh to stone/feeblemind/etc [/LIST] [/spoiler] There were a few other areas spells fell into, but largely spells tended to fall into or close to those groupings. The bolded groupings tended to be SR:no spells while the others were usually SR:Yes with the unbolded SR:no spells tending to fall in around drawbacks like the 8th level incendiary cloud's 4d6 damage. Feat choices & spell spell selection was generally going to change depending on a PC's build & there just weren't really enough to excel at both so wizards would self divide as a result. That self divide was demolished by 5e's oversimplifications with a cascading avalanche of change that no doubt led to other last minute fixes [LIST] [*]Spells changed to do what they do based on slot level rather than caster level so a wizard no longer shook up their lower level slots with now more powerful versions of previously unworthy spells. This meant that a caster's lower level slots were only useful for upcasting came with a cost & few if any spells had their scaling adjusted to make casting a high level version worthy. Worse still it caused a lot of buff/debuff spells like bulls strength & such to be pretty trash. [*]With a bunch of spells shifted from "really want to prepare" over to "why the heck would I ever prepare [I]that[/I]" the spell list really narrows down to the best of the best & the versatility that was once important is no longer of any real value so a caster can do both sides of the self divide suddenly. [*]concentration was overused & applied to nearly any spell with a duration not instant or basically instant. Right away borderline spells that [I]could[/I] have been worthy of preparing in case or casting became flatly [I]unusable[/I] because the caster can only concentrate on one spell & it needs to be amazeballs. Low level low cost buff/debuff/control spells were no longer low cost force multipliers & came with significant opportunity cost causing them to be tossed in the trash bin rather than being sprinkled around to make everyone else at the table a little better/safer as fitting. [*]Spell Resistance(SR) was removed in favor of magic & legendary resistance with all the finesse of a cinderblock. Those apply to [I]any[/I]spell & casters no longer have the reliable SR:no force multiplier stuff that made everyone feel awesome/safe to fall back on when they hit the big boss dragon/fiend/etc so need to burn through it feeling useless before switching to save or lose or the biggest baddest nukes they have. [LIST] [*]That removal of SR in order to simplify something in 5e's relentless quest to streamline & simplify at any cost dealt another blow to the self division that once existed among casters though. Without SR the associated Spell Penetration choices were simply out the window & now casters no longer had to choose between spell penetration vrs something else since [I]every[/I] spell effectively became SR:Yes with the magic resist/legendary resist. [/LIST] [*]To further rejoin the self division wotc decided that some spells were "iconic" & overpowered them while just nerfing the heck out of many others that were once bread & butter in the bolded categories. [/LIST] So in a roundabout way [B]5e's simplifications intended to reign in what could absolutely become out of control with casters directly nerfed the fighter[/B] who could no longer reasonably expect to be fighting with someone regularly throwing out low level force multiplier buff/debuff/control spells. Any kind of split needs to be done with more attention to how things work as a system & a better understanding of human nature than 5e gave this area. Unfortunately it's a very high bar to rewind this even a little because they purged all traces of it & monsters don't have the support for it any more than anything else. edit: The shift from DR X/Thing & resist Y/Element to blanket resist had a bunch of followup problems created as well both to nerf (some) fighters & exacerbate the problems with unsplitting of casters [/QUOTE]
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