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General Tabletop Discussion
*Dungeons & Dragons
Do Fighters Still Suck?
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<blockquote data-quote="pming" data-source="post: 6728998" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p></p><p>I think it's because you're playing the game wrong.</p><p></p><p><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=";)" /></p><p></p><p>Seriously though, I'd like to hear how your "typical" game goes. In that 14 hours of gaming, how many "combats" did you have? In my game, over 14 hours, while they were in the "Ruined Citadel of the Dwarven Kingdom of Kuln" (a rather large mini-mega-dungeon...?...5 levels, maybe 150 rooms or so total), I'd say my group of PC's would go through about 20 to 22 combats. Out of the dungeon, same amount of time...maybe 11 or 12, tops.</p><p></p><p>Now, if your game has "only big, epic, fights...otherwise, why bother?" type of an attitude.... then yeah, Fighters are going to fall by the wayside. Why? Because you, as DM, are giving them (PC's) ample opportunity to 'recharge' all the special abilities that make those other classes shine. Take that away and make the players conserve their 'kewl powerz', and I <em>guarantee</em> that the "sucky Fighter" will start to shine like a super-nova. Basically, when the Barbarian runs out of Rage, the Cleric runs out of spells and turning, the Warlock runs out of all of his abilities, and the Bard has no more Inspirations, spells and whatnot...they all become sucky Fighters (or <em>really</em> sucky Fighters!). The fighter though? He runs out of action surge and second wind, and....yeah, that's pretty much it. All his other key abilities (good armor, good hp, good attacks, good defense) just keep on going. Rest one hour and bingo! He's good as new, ready to keep on keepin' on. A lot of the other classes 'special abilities' recharge after a Long rest...not short. Pretty much all the Fighters recharge after a Short rest.</p><p></p><p>So, no. Fighters don't suck. Fighters are probably, in my game at least, one of the most consistent and persistent character classes when in a dungeon. You want at least one fighter in the group. When my players had no Fighter...they felt it. Big time! Sure, the barbarian rage machine was a sight to behold, but after he 'blew his wad of rage'...he had nothing but decent hp's (high Con and good rolls). He went down multiple times. The Fighter(s)? Consistent damage output, damage mitigation, and 'ability recovery'. The next session? Someone made a Fighter. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p><p></p><p>PS: Sorry if someone already covered this ground; I didn't read the whole thread.</p></blockquote><p></p>
[QUOTE="pming, post: 6728998, member: 45197"] Hiya! I think it's because you're playing the game wrong. ;) Seriously though, I'd like to hear how your "typical" game goes. In that 14 hours of gaming, how many "combats" did you have? In my game, over 14 hours, while they were in the "Ruined Citadel of the Dwarven Kingdom of Kuln" (a rather large mini-mega-dungeon...?...5 levels, maybe 150 rooms or so total), I'd say my group of PC's would go through about 20 to 22 combats. Out of the dungeon, same amount of time...maybe 11 or 12, tops. Now, if your game has "only big, epic, fights...otherwise, why bother?" type of an attitude.... then yeah, Fighters are going to fall by the wayside. Why? Because you, as DM, are giving them (PC's) ample opportunity to 'recharge' all the special abilities that make those other classes shine. Take that away and make the players conserve their 'kewl powerz', and I [I]guarantee[/I] that the "sucky Fighter" will start to shine like a super-nova. Basically, when the Barbarian runs out of Rage, the Cleric runs out of spells and turning, the Warlock runs out of all of his abilities, and the Bard has no more Inspirations, spells and whatnot...they all become sucky Fighters (or [I]really[/I] sucky Fighters!). The fighter though? He runs out of action surge and second wind, and....yeah, that's pretty much it. All his other key abilities (good armor, good hp, good attacks, good defense) just keep on going. Rest one hour and bingo! He's good as new, ready to keep on keepin' on. A lot of the other classes 'special abilities' recharge after a Long rest...not short. Pretty much all the Fighters recharge after a Short rest. So, no. Fighters don't suck. Fighters are probably, in my game at least, one of the most consistent and persistent character classes when in a dungeon. You want at least one fighter in the group. When my players had no Fighter...they felt it. Big time! Sure, the barbarian rage machine was a sight to behold, but after he 'blew his wad of rage'...he had nothing but decent hp's (high Con and good rolls). He went down multiple times. The Fighter(s)? Consistent damage output, damage mitigation, and 'ability recovery'. The next session? Someone made a Fighter. :) ^_^ Paul L. Ming PS: Sorry if someone already covered this ground; I didn't read the whole thread. [/QUOTE]
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