Incenjucar
Legend
You end up with the DM dictating your character build.I think you missed the "magic" part of question. If you usually wield a normal greataxe and find a magical greatsword . . .
You end up with the DM dictating your character build.I think you missed the "magic" part of question. If you usually wield a normal greataxe and find a magical greatsword . . .
I posted this and then realized I was 3 pages behind, and I was late to the party.I think you missed the "magic" part of question. If you usually wield a normal greataxe and find a magical greatsword . . .
I think attack cantrips will be magical attacks rather than a spell attack that lets you make a melee attack so as to avoid sneak, smite, and superiority dice stacking. TWF will only work with the attack action plus would you not need a hand free for most spells? It remains to be seen if Eldritch Knights who cast a cantrip as a bonus action will be able to use TWF in that same round. I suspect not.my blade singer having a cantrip that adds fire and one that adds thunder to my melee attacks is insane... that I will be able to do that and get an extra attack soon is gonzo...
Yeah and you'll notice those are actually pretty rare in 5e, as opposed to previous editions.Sure there is. Monsters today still have resistances and immunities. And illustrates a value in the versatility that the fighter has that the cantrip casting wizard doesn't.
"I cast firebolt."
"Ok, the monster is resistant/immune to fire."
"Um...ok. well...."
"I attack with my axe."
"Ok, the monster is resistant/immune to slashing damage."
"Oh, so I break out my warhammer then."
Not at all. What I'm saying is, sure, you trade to the magic weapon and all that changes (other than whatever the enchantment does) is that your base damage might change in a very minor way. It's not the type of weapon matters.I think you missed the "magic" part of question. If you usually wield a normal greataxe and find a magical greatsword . . .
Interestingly enough, I was having a discussion with a friend this afternoon, and pulled out my 5e DMG to look at optional rules.Me too! What's a thing you have in mind for OneD&D?
I'm trying to think in terms of thematics. I'm asking myself, "what is the heart of each melee class?"
Barbarians: rage
Paladins: mission
Rogues: stealth
Monks: ki
Fighters: ...hmmm. Experience? Knowledge?
This made me realize that one thing fighters possibly lack is a clear enough class concept. When you look at the class description, it is pretty broad ("well-rounded specialists"). But the core idea that is conveyed is of the student of battle, in some form or another. Like the tough sergeant, or grizzled veteran. What those archetypes have in common is knowledge of how to fight. Tactics, really.
Which led me to reflect that the D&D fighter is too heavily built around strength (or dexterity, for a few builds). Intelligence should also play a role in how fighters are designed to play. Could we come up with a new baseline fighter ability that allows them to combine strength and intelligence in some way? Would that make them too MAD?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.