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Another Fighter: the "Heroic" Fighter
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<blockquote data-quote="DND_Reborn" data-source="post: 8547884" data-attributes="member: 6987520"><p>(bold added)</p><p></p><p>That is totally fair and I understand your reproach about it. This is just a difference of views on the class. It is not just Fighters, but Barbarians as well who have less to offer the other pillars, other than perhaps Fast Movement. Monks and Rogues both have features which can help, mostly in exploration, and of course Paladins and Rangers have spells (as well as the Ranger having excellent exploration features).</p><p></p><p>Anyway, yes, wizards gets the same choices to emphasize other pillars as Fighters (as everyone, really), and <em>can</em> choose spells to help with exploration or social challenges, but then those choices limit combat options.</p><p></p><p>The larger issue is the loss of niches. WotC designed 5E so everyone can contribute to combat via direct damage, casters via cantrips as well as some spells. So, for our game we capped cantrips at 2 dice of damage and added a recharge mechanic.</p><p></p><p></p><p>True, but again this is a matter of perspective. IME it is never <em>necessary</em> to get your main score up to 20. In fact, if you are only playing up to level 10, a 16 for your main ability is more than sufficient IMO. From your post obviously this is very different for you and your experiences I imagine?</p><p></p><p>As such, I can definitely understand not wanting to use feats or replace the bonus feats Fighters get with features to allow them to improve the exploration and social pillars. What are your thoughts about regulating the exploration and social pillars to a couple subclasses, as others have suggested?</p><p></p><p></p><p>We gave fighters 1 more skill already, so I don't see any issue with that. I think also giving fighters an artisan's tool proficiency (to represent a background occupation?) or for use in vehicles, etc. would help some.</p><p></p><p>Others have suggested more maneuvers and I would not be adverse to that, either, but currently we are play-testing one to start with. If we find that too limiting, I am sure we'll give fighters more.</p><p></p><p></p><p>That is supposed to be one of the uses for Action Surge. It would also step on the toes of Rogues a bit by competing with their Cunning Action dashing. Also, why should Fighters be able to Dash as a bonus action when Barbarians and Rangers, who I see generally depicted as more "fast moving" can't?</p><p></p><p>Allowing Action Surge to fill that role means Fighters can do it, just not every round.</p><p></p><p>Now, an option I've explored but never seemed to gain much support (understandably) is spending a HD to do things like gaining an Dash during your turn.</p><p></p><p>Anyway, I know we won't see eye-to-eye on everything, and I don't think making the changes you suggest would hurt if you want them, but they don't fit into the model I am making at present. But please let me know what you think of the questions I've asked of you and we'll continue to discuss other aspects if you wish.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8547884, member: 6987520"] (bold added) That is totally fair and I understand your reproach about it. This is just a difference of views on the class. It is not just Fighters, but Barbarians as well who have less to offer the other pillars, other than perhaps Fast Movement. Monks and Rogues both have features which can help, mostly in exploration, and of course Paladins and Rangers have spells (as well as the Ranger having excellent exploration features). Anyway, yes, wizards gets the same choices to emphasize other pillars as Fighters (as everyone, really), and [I]can[/I] choose spells to help with exploration or social challenges, but then those choices limit combat options. The larger issue is the loss of niches. WotC designed 5E so everyone can contribute to combat via direct damage, casters via cantrips as well as some spells. So, for our game we capped cantrips at 2 dice of damage and added a recharge mechanic. True, but again this is a matter of perspective. IME it is never [I]necessary[/I] to get your main score up to 20. In fact, if you are only playing up to level 10, a 16 for your main ability is more than sufficient IMO. From your post obviously this is very different for you and your experiences I imagine? As such, I can definitely understand not wanting to use feats or replace the bonus feats Fighters get with features to allow them to improve the exploration and social pillars. What are your thoughts about regulating the exploration and social pillars to a couple subclasses, as others have suggested? We gave fighters 1 more skill already, so I don't see any issue with that. I think also giving fighters an artisan's tool proficiency (to represent a background occupation?) or for use in vehicles, etc. would help some. Others have suggested more maneuvers and I would not be adverse to that, either, but currently we are play-testing one to start with. If we find that too limiting, I am sure we'll give fighters more. That is supposed to be one of the uses for Action Surge. It would also step on the toes of Rogues a bit by competing with their Cunning Action dashing. Also, why should Fighters be able to Dash as a bonus action when Barbarians and Rangers, who I see generally depicted as more "fast moving" can't? Allowing Action Surge to fill that role means Fighters can do it, just not every round. Now, an option I've explored but never seemed to gain much support (understandably) is spending a HD to do things like gaining an Dash during your turn. Anyway, I know we won't see eye-to-eye on everything, and I don't think making the changes you suggest would hurt if you want them, but they don't fit into the model I am making at present. But please let me know what you think of the questions I've asked of you and we'll continue to discuss other aspects if you wish. [/QUOTE]
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