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General Tabletop Discussion
*Dungeons & Dragons
Do Fighters Still Suck?
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<blockquote data-quote="imabaer" data-source="post: 6729507" data-attributes="member: 6801588"><p>I have been talking about Fighter in-combat options this entire thread; due to you purposely ignoring assumed details, I've had to explicitly label what I've been talking about because you're being a mixture of condescending, presumptive, and plain wrong.</p><p></p><p>You are now posting customs skill checks as a means of Fighters having more mechanisms in combat. That does not change the fact that they have less RELATIVE options, as literally anyone can do that. Just about any of the stats can be used to dictate a custom action, with the exception of Constitution, as it tends to be more passive.</p><p></p><p>I'm sticking to what I said: if <strong>more</strong> options is a priority, Fighter is not the best fit for that. You have an entire thread full of people basically agreeing that fighter is less complex and have less options, but their argument is "it doesn't matter." Which I agree with. You play a fighter when you want to play a fighter, not when you want versatility in combat.</p><p></p><p>Let's take a single spell, Conjure Animals. You can summon flying creatures, pack tactics creatures, creatures to help engage multiple targets, large creatures to ride, creatures with blindsight, creatures that can restrain at will, strong creatures that can grapple, creatures that can poison. You cannot possibly say with a straight face that the sheer number of possibilities does not give you more mechanical combat options than a Fighter will ever have on his own. The action economy alone balloons your options, let alone the many things a fighter just plain cannot do without outside magical help.</p><p></p><p>Let's take another more straightforward spell, Fireball. You can hit multiple targets in a set radius as long as you have a level 3 slot. Without an item or a very specific environment, a fighter is not going to be able to replicate that. Maybe after he gets 3 attacks at level 11, at which point the wizard is brainwashing enemies to fight for you, teleporting around the battlefield, ignoring status effects, giving allies superhuman abilities, countering other magic effects, or basically using one of the dozens of other spells available to him.</p><p></p><p>Magic gives you more options, period. Of the martial classes: going Rogue gives you way more skill options that you can feasibly use in combat, especially if you're trying to cite custom actions. Going Barb is generally seen as more complex; at the very least, Barbarians have more specialized builds. Monks and Rangers are arguable, mainly because EK is a thing.</p><p></p><p>3/4 of the classes have more combat options, the last 1/6 of them are about equivalent, and without EK, I'd argue it would be in Monk/Ranger favor. Whether or not you try to use skill checks in battle, Fighters have LESS to work with than the vast majority of the classes.</p></blockquote><p></p>
[QUOTE="imabaer, post: 6729507, member: 6801588"] I have been talking about Fighter in-combat options this entire thread; due to you purposely ignoring assumed details, I've had to explicitly label what I've been talking about because you're being a mixture of condescending, presumptive, and plain wrong. You are now posting customs skill checks as a means of Fighters having more mechanisms in combat. That does not change the fact that they have less RELATIVE options, as literally anyone can do that. Just about any of the stats can be used to dictate a custom action, with the exception of Constitution, as it tends to be more passive. I'm sticking to what I said: if [B]more[/B] options is a priority, Fighter is not the best fit for that. You have an entire thread full of people basically agreeing that fighter is less complex and have less options, but their argument is "it doesn't matter." Which I agree with. You play a fighter when you want to play a fighter, not when you want versatility in combat. Let's take a single spell, Conjure Animals. You can summon flying creatures, pack tactics creatures, creatures to help engage multiple targets, large creatures to ride, creatures with blindsight, creatures that can restrain at will, strong creatures that can grapple, creatures that can poison. You cannot possibly say with a straight face that the sheer number of possibilities does not give you more mechanical combat options than a Fighter will ever have on his own. The action economy alone balloons your options, let alone the many things a fighter just plain cannot do without outside magical help. Let's take another more straightforward spell, Fireball. You can hit multiple targets in a set radius as long as you have a level 3 slot. Without an item or a very specific environment, a fighter is not going to be able to replicate that. Maybe after he gets 3 attacks at level 11, at which point the wizard is brainwashing enemies to fight for you, teleporting around the battlefield, ignoring status effects, giving allies superhuman abilities, countering other magic effects, or basically using one of the dozens of other spells available to him. Magic gives you more options, period. Of the martial classes: going Rogue gives you way more skill options that you can feasibly use in combat, especially if you're trying to cite custom actions. Going Barb is generally seen as more complex; at the very least, Barbarians have more specialized builds. Monks and Rangers are arguable, mainly because EK is a thing. 3/4 of the classes have more combat options, the last 1/6 of them are about equivalent, and without EK, I'd argue it would be in Monk/Ranger favor. Whether or not you try to use skill checks in battle, Fighters have LESS to work with than the vast majority of the classes. [/QUOTE]
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