D&D General Chris just said why I hate wizard/fighter dynamic

So what if spellcasting and attunement interferes with each other (so fighters could attune more than half casters more than full casters)? Or are most of the good fighter gear not things that attune?
There are a lot of good things for fighters that are not attunement, but it all depends on character build and goals.
 

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Because why?

Rogues (and Bards as the Jack of All Trades) are skill monkeys. Thats part of what they are.

Why should the fighter have anything special in these areas? It doesnt speak to Fighter identity or core concept in any way at all.
So pure niche protection?

Why shouldn't fighters have a few options outside of combat? Is that the entirety of the fighter's identity and that's it?

Because IF that's true - no work is needed. Fighters perform "in combat" just fine, quite well even.
 

How much depends on how far the magic they deal with go

Quite frankly even with the reduced spell slots casters can heavily break reality very often. So it becomes an arms race or grindrace to mitigate it. Especially when you get to the point where enemies are full of supernatural powers or casters themselves.
IME that is the point of casters. They can do thing that can really alter a situation, but only if they have:

1) the correct spell ready
2) have the spell slots free to cast it

Martials, on the other hand, can do many things more often or at-will. True, their stuff in general might not be as cool, but it is usually there (again, IME at least, YMMV...).

I am all for improving martials to a point that approaches mythical without being outright magical. My three favorite classes are Fighter, Rogue, and Wizard, so two of them aren't even casters! And while I can understand the issue the is brought up over and over on the forum of caster-power versus martial-power, I just have never had an issue with it or experienced it.

That isn't to say I think there are over-simplifications and design flaws in 5E because of that (like jumping distances).
 

Interesting, I need to take a look at the books! I've run regular 5e as high as about 15 but haven't really touched A5e (barely glanced at the books even - which I really need to do!)
In A5E, Fighters get one "Knack" at 1st, 5th, 9th, 13th, and 17th level. Some involve spending an "exertion".

Choices for a knack are bonuses with aquatic related checks, bonus on strength check, double carrying capacity, darkvision, jump really far, climbing speed, do light activity in long rests, steady footing, and better saves against weather conditions.

There is also "Martial Lore" at 6th, "Reputation" at 10th, and "Wars Toll" at 14th that give some extra things.

So, a few things.
 


Okay, so there are a series of interviews (I think each has it's own thread) and part of one of them Chris Perkins says "a lot of high level spells could just be renamed shenanigan's" (I may not have exact wording right) but then goes on to say that is what makes D&D what it is, when the players pull some shenanigans and change everything...
i just want to bring this back up.

Fighters need more (any) "I do Shenanigans"
 

what makes magic a better explanation then "I trained real good and just can do it?" if the boots don't bother you why does having it from just training?

and opps I googled D&D jump and must have gotten high jump not long)

edit: and again 20ft is well below human current max of 30ft
Running on a hard, smooth, surface jumping into sand while wearing shorts. By a person who has spent years training for this specific activity.

But again, nobody said D&D was perfect. The long jump calculation is easy, the solution is not to have someone carrying a couple hundred pounds of gear to be able to jump more than double the world record.
 

In A5E, Fighters get one "Knack" at 1st, 5th, 9th, 13th, and 17th level. Some involve spending an "exertion".

Choices for a knack are bonuses with aquatic related checks, bonus on strength check, double carrying capacity, darkvision, jump really far, climbing speed, do light activity in long rests, steady footing, and better saves against weather conditions.

There is also "Martial Lore" at 6th, "Reputation" at 10th, and "Wars Toll" at 14th that give some extra things.

So, a few things.
that sounds cool and like I need to check it out
 

what? clerics get plate, bladesingers get martial weapons...
heck I would be fine dropping it to a D8 HHD class instead of d10
But none of them get everything a fighter gets. That's the point. SOME clerics get plate, bladesingers get limited access to martial weapons, most casters never get Extra Attack, etc.

if it was a balance issue the paliden is a weird class and so is the cleric... and druid
Paladins do not cast as well as a caster and clerics and druids do not fight was well as martials.
 

So pure niche protection?

Why shouldn't fighters have a few options outside of combat? Is that the entirety of the fighter's identity and that's it?

Because IF that's true - no work is needed. Fighters perform "in combat" just fine, quite well even.
Honestly to me? Yeah. Special options for a Fighter, unique from other classes, outside of Combat? Hard pass from me.

Fighters are Fighters. They are there to study the blade. To put on huge plates of armour. Stand in front of the bad guy as just a normal human/goblin/orc/elf/dwarf/whatever, draw that magical sword, and smack down evil.

In my mind, the Fighter revolves around combat. That is its crown glory, and where it should be cleaving down enemies standing atop their broken bodies.

Give them maneuvers, or knacks like level up, sure but yeah, I'm a big fan of having classes have a niche.
 

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