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General Tabletop Discussion
*Dungeons & Dragons
Do Fighters Still Suck?
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<blockquote data-quote="imabaer" data-source="post: 6729525" data-attributes="member: 6801588"><p>Good points about Str. vs. Dex. And yeah, while I've seen Dex Paladins, they're not nearly as common, nor are they an optimal build. Dex Fighters can be pretty sexy.</p><p></p><p>Battlemaster... I really wish I could like it more, but I'll admit I'm a bit biased against it. 4-5 dice/short rest until level 15 seems a bit miserly to me, considering the effects are single target and some of them scream to be comboed with others. And because you are short handed on dice, it tends to be a bad idea to use them on the weaker effects, which artificially cuts your maneuver list. Compare this to the monk, who's got 10 Ki points by level 10, and one of the best status effects in the game to boot (Stunning), and some really unique things to use Ki on.</p><p></p><p>In the end, my biggest objection is still that you don't get a whole lot of mechanical payoff for staying with the Battlemaster or Champion. You hit a little harder and swing a little more accurately as you level, and considering you're supposedly the master of swordplay (or bow play or mace play), it's really disappointing to have the same potential for 10+ levels: you don't come up with new and special ways to hurl allies, or break things, or to use the environment to your advantage, you just get better at them.</p><p></p><p>Custom actions vary from party to party, game to game, and fight to fight. If all your allies are medium, you don't get a halfling fastball special (unless you're large). If your DM doesn't agree with how strong you are, you may not be able to break something. They require approval to be legal, whereas magic and PHB actions are legal by default. Granted, your DM should be working with you if it's a fun idea, but there's significant limits to what you can pull off.</p></blockquote><p></p>
[QUOTE="imabaer, post: 6729525, member: 6801588"] Good points about Str. vs. Dex. And yeah, while I've seen Dex Paladins, they're not nearly as common, nor are they an optimal build. Dex Fighters can be pretty sexy. Battlemaster... I really wish I could like it more, but I'll admit I'm a bit biased against it. 4-5 dice/short rest until level 15 seems a bit miserly to me, considering the effects are single target and some of them scream to be comboed with others. And because you are short handed on dice, it tends to be a bad idea to use them on the weaker effects, which artificially cuts your maneuver list. Compare this to the monk, who's got 10 Ki points by level 10, and one of the best status effects in the game to boot (Stunning), and some really unique things to use Ki on. In the end, my biggest objection is still that you don't get a whole lot of mechanical payoff for staying with the Battlemaster or Champion. You hit a little harder and swing a little more accurately as you level, and considering you're supposedly the master of swordplay (or bow play or mace play), it's really disappointing to have the same potential for 10+ levels: you don't come up with new and special ways to hurl allies, or break things, or to use the environment to your advantage, you just get better at them. Custom actions vary from party to party, game to game, and fight to fight. If all your allies are medium, you don't get a halfling fastball special (unless you're large). If your DM doesn't agree with how strong you are, you may not be able to break something. They require approval to be legal, whereas magic and PHB actions are legal by default. Granted, your DM should be working with you if it's a fun idea, but there's significant limits to what you can pull off. [/QUOTE]
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Do Fighters Still Suck?
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