Son of the Serpent
Pupil
A brain with an overabundance of white matter and a dearth (dont know if i spelled that right) of grey is a bit adverse to learning new anything.It's the adults who struggle with complexity!
A brain with an overabundance of white matter and a dearth (dont know if i spelled that right) of grey is a bit adverse to learning new anything.It's the adults who struggle with complexity!
Hey, who said anything about killing? Think of it more as a trade or a merger. The fighter gets all the rogue's stuff, the rogue gets all the fighter's stuff, they're the same class now.Killing the Rogue and taking its stuff
They still don't measure up to a Tier 1 or 2 caster, but they'd be better than they were.(a) won't fix the Fighter, (b) won't satisfy most people.
Wait, /more awesome/ than an RP perk, a skill and a tool proficiency? Whoa.So, I really like the idea of Backgrounds. What if we somehow amped the Fighter up to 11 and added something like Background, but more awesome?
A lot like Paragon Paths, sounds like.They can match existing Fighter-type archtypes. They can be modular so if you don't like them, you don't have to pick them.
Natural Leader
Heroic Blood
Reborn Hero
Fate-Chosen
Infinite Grit
Well Practiced
Tactical Genius
Then silo abilities in these "super backgrounds". (And yes, there is probably some overlap)
Hey, who said anything about killing? Think of it more as a trade or a merger. The fighter gets all the rogue's stuff, the rogue gets all the fighter's stuff, they're the same class now.
They still don't measure up to a Tier 1 or 2 caster, but they'd be better than they were.
5e doesn't have class roles.Should we be asking what the fighter's role in the game is?
"Best At Fighting! (with weapons) (and without magic)" is an advertising-style claim. It doesn't mean "clearly superior to all other classes in combat." It means, in general, when exclusively using weapons in combat, and when not using magic, no other class is /better/ at fighting than the fighter.Right now no one is best at fighting. Fights are too long and too common to let any single class be dominant.
Sure, but (a) rolled into a class feature, and (b) fluffed not as something you "earn" but something you discover or unfold about yourself, and (c) aimed at out-of-combat utility.Wait, /more awesome/ than an RP perk, a skill and a tool proficiency? Whoa.
Seriously, though: like a Prestige Class or Paragon Path?
A lot like Paragon Paths, sounds like.
Some really good stuff in this thread, and these points raise some interesting questions about 5E's design space for non-combat options. I do wonder if this is a bit of a fool's errands, largely for the things that Quickleaf pointed out.
Beyond skills, there aren't a lot of design knobs that can be turned for non-combat. Giving the fighter Expertise is absolutely a quick and easy fix, and a decent one at that. But giving the fighter some additional skill bonuses continues down the path of watering down non-combat options for all the classes. If every class is getting additional skill proficiencies and bonuses, skills become more and more trivial.
Also interesting that the discussion turned to issues with the rogue. Historically the rogue was my favorite class; I enjoyed being the skill monkey. But I'm not as enthused with the 5E rogue. The rogue essentially has become the mobile striker. At best, they share the skill monkey spotlight with other classes. At worst, the rogue has been significantly watered down and lost a good chunk of its identity.
Maybe this speaks to a larger issue with 5E. The relative simplicity is a huge factor in its success no doubt. But with that simplicity, variation between the classes and options were sacrificed.
Feats can do a lot, but the fighter gets two more feats, which wouldn't exactly buck up 4 saving throughs. And, y'know, those Two feats are also supposed to give him other-Pillar stuff, and help keep him at the top of the damage heap....Yes, that's a strong question to ask. When it comes to creating an alternate fighter class (for the minority who want that) or an add-on to the fighter class (again, for the minority) that mechanically – in the class design itself – enhances the fighter's contribution to non-combat encounters, there are two important questions.
The first is conceptual and a question of identity. What do you want the fighter to be able to do outside of combat that it's not currently doing at your table? And how does your answer inform the identity of fighters in your campaign?
It sure seems like 5e left a lot of design space open. There's not s'much the niche protection there used to be, for instance.is there design space in 5e for non-combat abilities for the fighter?
But, there are some taboos, some third rails - they're like sacred cows, but instead of needing to kill them to get anything done, they kill you if you touch them - that may well get in the way, no matter how open things look. So you're like, "lookee, there's some design space," but you step towards it and wham a 40 ton ACME weight falls on your head. (What, you want an example? OK, let's give Great Weapon style something cool, but that won't unduly increase it's maximum damage or make it broken: I know! They can do a little damage even on a mis- WHAM … -stake... yes, I was saying "that would be a MISTAKE" we would never do that, put down the dynamite and step away from WotC headquarters, please...") And, yes, that was an example from inside the fighter's best-at-fighting bailiwick, outside of it, there's more space, but even more problems with giving it /anything/.
Because another problem you invariable get with the fighter is that the moment you try to give it something nice, someone pipes up with either "fighter's shouldn't do that, sounds all supernatural!" or "well, shouldn't anyone be able to do that?" And, once you've hashed that out and either given up on it (DoaM) or it really does end up being something everyone can do - at-will, of course - and nobody does(mark variant in the 5e DMG), because at that point, it's been watered down into something completely unappealing.
[quote
]Let's take a look at an example...
I imagine fighters as being really tough, not just physically, but mentally as well. Now, additional saving throw proficiencies are already covered by the fighter getting more feats and being able to take Resilient.
In another thread, folks're going on about how there's no niche protection and no required classes anymore..;.But I'm thinking of a gritty warrior who has seen some horrible stuff and is less prone to running away at the sight of a dragon or losing his mind at some horrific thing. Immunity to fear might be an option... but that is primarily useful in combat and steps on the toes of the Paladin's Aura of Courage.
That's get'n pretty narrow.So what about immunity/resistance to madness?
What did I just say, above?What a resistance to enchantment-type magics used out of combat? Things like charm person, suggestion, dominate person, the jackalwere's Sleep Gaze, or the succubus' Charm? Maybe if the fighter success his save, he can pretend to have succumbed such an effect? Ah, but then you're treading on the shared creative space of D&D in which any number of character types might want to try that trick.

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