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*Dungeons & Dragons
Do Fighters Still Suck?
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<blockquote data-quote="Bardbarian" data-source="post: 6730459" data-attributes="member: 6802784"><p>Having played fighters for a while now I feel the white room approach is leading to the impression that they are somehow behind other melee classes. I find this to be far from true. Damage wise they can keep up with all the other melee classes though 1 - 10 and begin to exceed them at level 11. </p><p></p><p></p><p>The problem is that they are being compared to each class in the single thing they each excell at individually and expected to beat them all simultaneously.</p><p></p><p></p><p>Sure a paladin can spike damage better than a fighter, but they also spike damage better than a ranger or barbarian also.</p><p></p><p></p><p>A barbarian can take crazy amounts of raw damage, more so than a fighter, however the paladin and ranger likewise fall behind.</p><p></p><p></p><p>Rangers can do excellent dual wield damage with hunters mark but lose their bonus action on the first round and every time that they have to swap to a now target. </p><p></p><p></p><p>The fighter is all about a steady flow of consistent damage that after level 11 leaves the others trailing behind aside from the occasional burst. </p><p></p><p></p><p>In addition, the fighter has the single most versatile ability in the game aside from perhaps wish. I am referring to Action surge which so far everyone seems to think can only be used to attack with. Action surge is a free action that can be used for interacting with traps or other dungeon apparatus, Healing an ally with a potion, moving to engage an enemy out of melee reach, pulling the maiden out of the dragons clutches, taking a dodge action or just about anything else that can be done. The fighter can do it more. While any character can do a single action in a goal based encounter, the fighter often breaks such encounters by changing the action economy. This is one reason so many classes choose to dip fighter at the loss of spell advancement. </p><p></p><p></p><p>As for actual play, the battle master is far and away the strongest of the archetypes but does require some mastery to get the most out of it. If you somehow manage to get all the maneuvers you want at level 3 then you are missing out on the potential. While I generally take precise attack as damage wise it is the strongest maneuver, I find it hard to choose between 4-5 others that all have strong tactical uses based on situation and party makeup. I will generally not have what I want until I have 5-7 maneuvers and will likely take the feat for additional maneuvers once I shore up the core.</p><p></p><p></p><p>The fighter is the core package that others may occasionally pass with daily resources but unless the day is a throwaway "lets give em a fight so they aren't bored" encounter, the fighter will generally be at the top of physical damage.</p><p></p><p></p><p>Also missing from the talk on versatility is the ability to be both effective at range and melee. The strength fighter is a bit weaker in this route than the dex fighter but what self respecting fighter doesn't have the trip maneuver to use with that Javelin? Sure you can only draw a limited amount of weapons per round, but why do you need a weapon when you can grapple that guy you just proned? "never happens" you say? Perhaps the dragon I fought 2 Friday nights ago would beg to differ but alas he no longer can speak on account of being mounted on my wall. Next time the DM will know not to get within longbow range.</p><p></p><p></p><p>As for optional rules. Feats are a part of adventurers league and I have yet to play a game without them so in my experience are pretty standard. Having extra ABI that can be feats is a huge advantage. Lets assuming all things are equal and by level 12 we all have 1 combat feat and a maxed stat, I may choose a non offensive option like Resilient Wisdom which is an extremely useful feat or even just lucky to turn disadvantage into super advantage. Most classes will not have anything except the core GWM or PM or whatever. Or lets be boring and say I just took +2 to Con making my hp equal to that of the barbarian. The extra bonuses of the class stack up.</p><p></p><p></p><p>The longer the day goes the better things get.</p><p></p><p></p><p></p><p></p><p>Minor Spoiler:</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Playing pre-written adventures like Mines of Phandelver or HotDQ you can expect 6 - 10 fights in an adventure day. During that time 2-3 short rests can easily occur. </p><p></p><p></p><p>Adventurer league games can often have 3 - 8 combat encounters.</p><p></p><p></p><p>All of these drain the daily resources but Fighters and Warlocks start to shine.</p><p></p><p></p><p>The short answer is fighters don't suck but your expectations do not match the fighter class. I recommend you take one of the other options that do, Ranger or Paladin seem more your speed and simply call them Mr Fighter Guy. Your impressions basically boil down to expectation not matching the name of the class.</p></blockquote><p></p>
[QUOTE="Bardbarian, post: 6730459, member: 6802784"] Having played fighters for a while now I feel the white room approach is leading to the impression that they are somehow behind other melee classes. I find this to be far from true. Damage wise they can keep up with all the other melee classes though 1 - 10 and begin to exceed them at level 11. The problem is that they are being compared to each class in the single thing they each excell at individually and expected to beat them all simultaneously. Sure a paladin can spike damage better than a fighter, but they also spike damage better than a ranger or barbarian also. A barbarian can take crazy amounts of raw damage, more so than a fighter, however the paladin and ranger likewise fall behind. Rangers can do excellent dual wield damage with hunters mark but lose their bonus action on the first round and every time that they have to swap to a now target. The fighter is all about a steady flow of consistent damage that after level 11 leaves the others trailing behind aside from the occasional burst. In addition, the fighter has the single most versatile ability in the game aside from perhaps wish. I am referring to Action surge which so far everyone seems to think can only be used to attack with. Action surge is a free action that can be used for interacting with traps or other dungeon apparatus, Healing an ally with a potion, moving to engage an enemy out of melee reach, pulling the maiden out of the dragons clutches, taking a dodge action or just about anything else that can be done. The fighter can do it more. While any character can do a single action in a goal based encounter, the fighter often breaks such encounters by changing the action economy. This is one reason so many classes choose to dip fighter at the loss of spell advancement. As for actual play, the battle master is far and away the strongest of the archetypes but does require some mastery to get the most out of it. If you somehow manage to get all the maneuvers you want at level 3 then you are missing out on the potential. While I generally take precise attack as damage wise it is the strongest maneuver, I find it hard to choose between 4-5 others that all have strong tactical uses based on situation and party makeup. I will generally not have what I want until I have 5-7 maneuvers and will likely take the feat for additional maneuvers once I shore up the core. The fighter is the core package that others may occasionally pass with daily resources but unless the day is a throwaway "lets give em a fight so they aren't bored" encounter, the fighter will generally be at the top of physical damage. Also missing from the talk on versatility is the ability to be both effective at range and melee. The strength fighter is a bit weaker in this route than the dex fighter but what self respecting fighter doesn't have the trip maneuver to use with that Javelin? Sure you can only draw a limited amount of weapons per round, but why do you need a weapon when you can grapple that guy you just proned? "never happens" you say? Perhaps the dragon I fought 2 Friday nights ago would beg to differ but alas he no longer can speak on account of being mounted on my wall. Next time the DM will know not to get within longbow range. As for optional rules. Feats are a part of adventurers league and I have yet to play a game without them so in my experience are pretty standard. Having extra ABI that can be feats is a huge advantage. Lets assuming all things are equal and by level 12 we all have 1 combat feat and a maxed stat, I may choose a non offensive option like Resilient Wisdom which is an extremely useful feat or even just lucky to turn disadvantage into super advantage. Most classes will not have anything except the core GWM or PM or whatever. Or lets be boring and say I just took +2 to Con making my hp equal to that of the barbarian. The extra bonuses of the class stack up. The longer the day goes the better things get. Minor Spoiler: Playing pre-written adventures like Mines of Phandelver or HotDQ you can expect 6 - 10 fights in an adventure day. During that time 2-3 short rests can easily occur. Adventurer league games can often have 3 - 8 combat encounters. All of these drain the daily resources but Fighters and Warlocks start to shine. The short answer is fighters don't suck but your expectations do not match the fighter class. I recommend you take one of the other options that do, Ranger or Paladin seem more your speed and simply call them Mr Fighter Guy. Your impressions basically boil down to expectation not matching the name of the class. [/QUOTE]
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