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Better Fighter?
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<blockquote data-quote="DaedalusX51" data-source="post: 7171566" data-attributes="member: 96233"><p>No problem. I appreciate the discussion.</p><p></p><p></p><p></p><p>I mean who doesn't love rolling dice and dealing lots of damage? I just think it is more interesting to have to work for it. Sneak Attack is actually the perfect example of what I mean. </p><p></p><p>Sneak attack is pretty much comparable in damage to a Fighter's attack routine. The Fighter just stands there and dishes it without an option to do something different. The Rogue has to decide every turn how they will manage to get Sneak Attack for the turn. </p><p></p><p>Now I don't want the Fighter to be a Rogue, but it would be nice if instead of just dealing more damage automatically, you had to make decisions about how you were going to accomplish that.</p><p></p><p></p><p></p><p>Now I don't want to detract from what others find fun, but I guess my issue is with the way WotC designed the Fighter subclasses. The Battle Master is mechanically similar to a 4E Fighter without gaining higher level powers/maneuvers or forgetting them on use. I wasn't a fan of that implementation and this one bugs me too. </p><p></p><p>The Champion is on the other end of the spectrum. While they don't have the narrative/mechanical design issues I have with the Battle Master, they do not get to make any round by round choices.</p><p></p><p>So this leaves me feeling kind of let down in regards to my favorite class.</p><p></p><p>I was a huge fan of the Knight and Slayer Fighter classes in 4E Essentials. They were a nice balance of round by round decision making using their at-will stances, and their flavor and mechanics matched well.</p><p></p><p>I was hoping to capture that feel, but using the mechanics that are already in the game.</p><p></p><p></p><p></p><p>Oh that explains your reaction! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> No I didn't mean it that way. I just mean that Eldritch Knights really capitalize on reactions like Shield, Absorb Elements, and War Caster. In addition, the current Fighter enjoys things like the Protection Fighting Style, the Riposte maneuver, the Polearm Master feat, etc. Not that other classes don't enjoy reactions, but I feel that there is a history of Fighters gaining extra reactions. I didn't mean that people pick the class for that reason. I think most people pick classes for the narrative first and foremost. (Or I guess lack thereof for your benefit with the Fighter. Which is pretty much the same thing.)</p><p></p><p></p><p></p><p>I have a tendency of of saying that it's my way or the highway unless I'm proven wrong. I'm still working on that...</p><p></p><p></p><p></p><p>I see where you're coming from.</p><p></p><p></p><p></p><p>Your explanation further exacerbates my issues with the Fighter. Not only can I no longer have a single choice per encounter, but now I can't have a choice at all (Save it for the BBEG)? Now if that's how you like to play, that's fine, but this isn't fun for me.</p><p></p><p>I think if I played in a game that didn't hand out a short rest every 2 to 3 encounters I would just not play a Fighter at all. If you are going to design a game around balancing character power around different types of rests, you need to ensure that the characters are getting those rests. Otherwise you are penalizing the players that use classes that require them. However, there is an entire thread about this issue so I will leave it at that.</p><p></p><p></p><p></p><p>I can see how that can be a problem. However I don't see how Diamond Soul and Aura of Protection are integral design concepts of their respective classes while indomitable is not. And if it's not, shouldn't it be?</p><p></p><p></p><p></p><p>I actually never considered that. I could change the feature so that other knights can't overlap benefits.</p><p></p><p>Thanks for the input.</p></blockquote><p></p>
[QUOTE="DaedalusX51, post: 7171566, member: 96233"] No problem. I appreciate the discussion. I mean who doesn't love rolling dice and dealing lots of damage? I just think it is more interesting to have to work for it. Sneak Attack is actually the perfect example of what I mean. Sneak attack is pretty much comparable in damage to a Fighter's attack routine. The Fighter just stands there and dishes it without an option to do something different. The Rogue has to decide every turn how they will manage to get Sneak Attack for the turn. Now I don't want the Fighter to be a Rogue, but it would be nice if instead of just dealing more damage automatically, you had to make decisions about how you were going to accomplish that. Now I don't want to detract from what others find fun, but I guess my issue is with the way WotC designed the Fighter subclasses. The Battle Master is mechanically similar to a 4E Fighter without gaining higher level powers/maneuvers or forgetting them on use. I wasn't a fan of that implementation and this one bugs me too. The Champion is on the other end of the spectrum. While they don't have the narrative/mechanical design issues I have with the Battle Master, they do not get to make any round by round choices. So this leaves me feeling kind of let down in regards to my favorite class. I was a huge fan of the Knight and Slayer Fighter classes in 4E Essentials. They were a nice balance of round by round decision making using their at-will stances, and their flavor and mechanics matched well. I was hoping to capture that feel, but using the mechanics that are already in the game. Oh that explains your reaction! ;) No I didn't mean it that way. I just mean that Eldritch Knights really capitalize on reactions like Shield, Absorb Elements, and War Caster. In addition, the current Fighter enjoys things like the Protection Fighting Style, the Riposte maneuver, the Polearm Master feat, etc. Not that other classes don't enjoy reactions, but I feel that there is a history of Fighters gaining extra reactions. I didn't mean that people pick the class for that reason. I think most people pick classes for the narrative first and foremost. (Or I guess lack thereof for your benefit with the Fighter. Which is pretty much the same thing.) I have a tendency of of saying that it's my way or the highway unless I'm proven wrong. I'm still working on that... I see where you're coming from. Your explanation further exacerbates my issues with the Fighter. Not only can I no longer have a single choice per encounter, but now I can't have a choice at all (Save it for the BBEG)? Now if that's how you like to play, that's fine, but this isn't fun for me. I think if I played in a game that didn't hand out a short rest every 2 to 3 encounters I would just not play a Fighter at all. If you are going to design a game around balancing character power around different types of rests, you need to ensure that the characters are getting those rests. Otherwise you are penalizing the players that use classes that require them. However, there is an entire thread about this issue so I will leave it at that. I can see how that can be a problem. However I don't see how Diamond Soul and Aura of Protection are integral design concepts of their respective classes while indomitable is not. And if it's not, shouldn't it be? I actually never considered that. I could change the feature so that other knights can't overlap benefits. Thanks for the input. [/QUOTE]
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