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Hi everyone. “Fixing” the Fighter is one of my pet projects, and it’s a thread that come up here more and more often. For sake of keeping this thread on track, I’d like to limit the discussion to how to add more flavor and identity to the Fighter, not if it’s required (or if classes like the Barbarian need a touch up too).
My goal here is to add a little more character to the Fighter, primarily to give them something unique to do out of combat. Of course there are backgrounds and they work well to give some identity to the Fighter, but everyone gets those, they aren’t unique. I’d also like to give the base fighter more options in combat without complicating them too much.
So, here are the ideas I’ve been tossing around:
Hey Xeviat, I did extensive homebrewing on the Fighter over here (TL;DR: I renamed it "Warrior" for the social connotations & focus on warfare from a holistic/strategic standpoint, rather than just a tactical one), but I'll try to condense my thoughts about flavor/identity down to three strong points...
...I consider these 3 points to be fundamental & foundational to any re-designing or homebrewing of the Fighter that one might attempt...
1. There are clear "spaces" for additional Fighter class features
Compare the 2nd-level Fighter to other classes – all classes (except Fighter & Rogue) gain 2 features. Action Surge is very potent, and does have potential for use in some non-combat scenarios...so opinions may vary, but I think there's room alongside Action Surge for something more flavorful/supporting of a stronger identity: a "ribbon feature" I believe the designers call it. IMHO a careful re-tooling of Cunning Action with a focus on reactions would support the Fighter play style, as I've experienced it. If adopting this approach, the Rogue should get a 2nd feature too…maybe Read Languages?
Compare the 3rd-level Fighter to other warrior-type classes – in addition to subclass, Barbarians also get bonus Rage, Paladins also get Divine Health, and Rangers also get Primeval Awareness. Looking at Fighter subclasses (which have strong combat features at 3rd level), it's clear that there is room for a non-combat feature a la Divine Health or Primeval Awareness. This could either be part of the Fighter, or another feature baked into the subclass.
Compare the 5th-level Fighter to other warrior-type classes – in addition to Extra Attack, Barbarians also get Fast Movement, while Paladins and Rangers also get 2nd level spells. Clearly, the Fighter has the potential for a feature of equivalent power to be added at 5th level.
Lastly, look at how the 20th-level Fighter gets Extra Attack (3) at 20th level...which is wonky, because other Extra Attack levels (5th & 11th) correspond to tier jumps & cantrip damage upgrades...personally, I would put Extra Attack (4) at 17th level and give the Fighter a proper interesting capstone.
2. Look back to older editions to understand what has been cut from the Fighter
- Fighters of older editions were leaders (+1 morale bonus in Chainmail & robust followers in AD&D).
- Sentient magic sword use was limited to Fighters in OD&D (note that 1/2 of all magic swords in OD&D were sentient...also note that magic item class restrictions in the 5e DMG only mention caster classes).
- Fighters were fearless (in Chainmail, they were completely immune to all kinds of fear).
- Fighters were arguably hard to target, and not just with good ACs (in Chainmail, "heroes" could only be targeted after rest of their unit was killed, representing the fog of war, while in BECMI Fighters with certain weapon mastery could deflect attacks).
- Fighters had niche dragon-killing abilities...that could be interpreted more broadly as a called shot feature (in Chainmail, they dealt bonus damage vs. dragons using a bow and could shoot dragons out of the air).
- Fighters were deadly against hordes of weak monsters (in OD&D and AD&D, they gained extra attacks vs. monsters of 1 HD or less, or less than 1 HD, respectively).
- Fighters were frightening (in Chainmail monsters within a "superhero's" charging path had to make a morale save, while in BECMI a Fighter with weapon mastery could cause weaker monsters to make a morale save under specific circumstances, while in B/X a Fighter could force a morale save if facing a monster with less than 1/2 the Fighter's HD...or with an impressive stunt at the DM's discretion).
Over the years, things that were formerly Fighter-only were opened up to other classes. Nothing wrong with that – for instance, the Rogue's thieving abilities become skills, and that was arguably an improvement in design. However, an argument can be made that nothing unique to the Fighter has filled the void of "baron" which existed in older editions, and that the Fighter's identity has suffered as a result.
3. There is an expectation that a Fighter's choice of weapon should be more significant than another warrior-type's
A lot of homebrewers working on variant Fighters have made varying arguments that amount to the same thing: The Fighter's Fighting Styles feel the same as the Paladin's and Ranger's, but there is an expectation that the Fighter's weapon use be fundamentally different / feel more advanced.
Speaking personally, I expect the Fighter's choice of weaponry to be more significant than other warrior-types. I expect a Fighter to be able to do things with a sword that a Barbarian, Paladin, or Ranger could not do. Merging BD&D Weapon Mastery, AD&D Weapon Specialization (some of the optional rules), and 4e's weapon-specific power effects are good places to look for inspiration. This is an area that is ripe for exploration and playtesting of creative ideas.
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