Corpsetaker
First Post
if people don't like it how can it be fine?
You will never "ever" find something that "everyone" likes.
if people don't like it how can it be fine?
combat and tactics introduced Weapon mastery (3rd weapon prof) weapon high master (4th weapon slot) and Grand mastery (5th weapon slot) between them they gave more attacks better initiative higher die of damage and a +2/+1 that stacked with weapon specialization.
yes, and I wouldn't want to deprive them of a basic easy mode class... if you want it have fun. However for those of us looking for a complex martial class without spell casting... we are SOL even a year+ later...
Fighters are a class for new players, or players who don't care as much about in combat options or character variation. That's not meant as a negative. Their shtick is consistency and reliability. Even their best power is basically "swing one more time," which is great from a numbers perspective, but not particularly exciting.
More experienced players will gravitate towards more polarized or varied classes, which is probably why you haven't seen fighters lately, as opposed to them being mechanically inferior. This is exacerbated because fighter leveling suffers from "more of the same" syndrome: most of their strongest features are attainable by level 2-3, making it far more rewarding to dip than to dedicate. This is actually their biggest problem, design wise: while the Champion is supposed to be as simple as possible, and the EK gets spells, the battlemaster really needed more fiddly bits to play around with.
I like to consider myself an experienced player (almost 35 years) and I disagree with this assessment. Myself, and nearly everyone I have played with, still like fighters, and it's not for the reasons you say. For one, "combat options and character variation" have very little to do with what's actually on your character sheet. Combat options and variation are almost solely dependent on my imagination: how I want to role play the character, and ideas to use the environment to my advantage in a fight. Secondly, what is rewarding is the experience from what is happening in the game, not getting a new shiny from a *ding*
And to be honest, whenever I hear something like this, with the implication that what makes your character interesting is how many powers are listed on a character sheet? I get sad. Talk about limiting yourself. What makes a character interesting is YOU and your fellow players at the table.
bwuh? Fighters aren't a "basic easy mode".
well yes...it's 'easy to make choices just swing sword' is what I meant...You're confusing "easy" with "#of options".
that isn't what I meant at allAnd "easy mode" usually means making the challenges faced in game play not challenging at all. They aren't the same at all.
nope...I'll also say that the battlemaster is just complex as any other class.
I want as many bells whistles and I think they call them ribbons on my 16th level fighter as a wizard half my level (see above 8th level wizard) That is in no way "outside what 5e can do"So you're not SOL unless you're wanting complexity out of 5e that it isn't designed to have at all.
what is roll master?Stick with Rollmaster or something if that's your thing.
are you kidding, I just showed a 20th level fighter vs an 8th level wizard on amount of complexity... and there were editions that were WAY worse....And one final thing, there hasn't been a single class in D&D ever that was easier to play than another from a mechanical standpoint on a meaningful level.
are you kidding...Yeah, one might be as complex as "2+2=4" and another is "2+2+4=8",
yup a champion fighter requires some basic mini/tactic placement, and a battle master a little more of picking manuviers... the wizard has to keep track of spells known prepared and spent and choose when to use each... one is a bit more complex then the others...but both are pretty easy to figure out without requiring some sort of special skills
I like to consider myself an experienced player (almost 35 years) and I disagree with this assessment. Myself, and nearly everyone I have played with, still like fighters, and it's not for the reasons you say. For one, "combat options and character variation" have very little to do with what's actually on your character sheet. Combat options and variation are almost solely dependent on my imagination: how I want to role play the character, and ideas to use the environment to my advantage in a fight. Secondly, what is rewarding is the experience from what is happening in the game, not getting a new shiny from a *ding*
And to be honest, whenever I hear something like this, with the implication that what makes your character interesting is how many powers are listed on a character sheet? I get sad. Talk about limiting yourself. What makes a character interesting is YOU and your fellow players at the table.