D&D 5E Fighters are amazing!

We're getting side tracked. Wizards do not represent all spell casters and champions do not represent all martial classes. Wizards are not in serious trouble without their spell books because all it does is stop them from trading in prepared spells and using rituals until it's replaced; a pain to be sure, but not crippling to the class by any means.


I disagree that without feats there isn't much to fighters. I believe this for multiple reasons:

1) That has no impact on anything in the class progression other than the two bonus feats/ASI's that would be used for ASI's which improves skills and saving throws. It's perfectly viable to invest in CHA or WIS on a DEX built fighter for better skill capabilities.

2) Not all fighters are champions. Champions are the simple option and benefit from multiple fighting styles, ability check bonuses, improved critical accuracy, and survivor; feats aren't an inherent part of the subclass benefits. If a person doesn't think that the intended simpler option in the champion is appealing then they can play a battlemaster, eldritch knight, or different martial class completely. Monk or Rogue for some good options.

3) Since not all fighters are champions the other subclass key features like maneuvers and spell support are still there.

4) Fighters do not have a long list of basic powers but they also do not just swing attack. Basic attacks, grappling, knockdown, and push are each standard attack options that use a single attack during the attack action. Players who play fighters just swing by choice. Those attacks increase in permutations as multiple attacks increase, and battlemasters or other classes with similar abilities are simply better at them. It doesn't matter if these are handled by stating them in sequence by the player or if the player decides to "codify powers" by stating, for example, that an 11th level fighter gets "grappling pin attack", "swing attack" ([W]+STR to 3 targets within 5 ft range), or "battle flurry" (choose 1 target, make 3 basic attacks against that target). Many of the codified powers that existed were upgrades of existing options that emulates multiple attacks. A person can go through the options and list several with snazzy names in 5e for similar effect and a whole lot of at-will "powers". Another option is to use the ready action and see what a person can do using his or her reaction; that how a person jumps in front of an eldritch blast and take the hit meant for someone else, for example. It doesn't bother me to force a wizard back 15 feat with 3 consecutive shove attacks, through an arch or doorway, and restrict his line-of-sight; that's a standard fighter option. Between standard attack options, standard options aside from attacks, using items or equipment, and using backgrounds and skills outside of combat the character has several options even if he's a champion fighter.


On that same note from item 4, battlemasters don't need to use maneuvers or superiority dice to use those listed options. Battlemasters are better at such options by also applying maneuvers on top of damaging attacks as a bonus and possibly on attacks to which those standard options won't apply. They can also mix and match standard attack options with superiority dice maneuvers if they so choose. This means they don't run out of superiority dice as fast and that they have more permutations available to which the action may be applied.

Using the standard rest system means battlemasters start with 1-2 maneuvers per combat encounter. Usually 2 but at 6-8 combats and 2 short rests it can vary a bit. The end up with 2-3 per combat encounter with a guarantee one will be available every combat. They can do things like trip a griffon with a bow while it's flying, trade in an attack to grant another attack beyond their reach within sight and hearing that can potentially go to a stunning attack/smite/sneak attack character, or grant half moves without opportunity attacks. If they action surge they can spend up to 6 dice on maneuvers in a single turn in various combinations. Then they can apply their free artisan proficiency for a nice lifestyle while working on political influence from within the guild with some CHA investment to go with it.

Fighters are great in 5e. They just are codified on the same power structure as other classes because that's not the standard for any class.
 

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You still have the spells you prepared earlier. You just can't change them to account for changing circumstances.

Let's say you're a 5th level wizard with Int 16, so you have 8 spells prepared (plus 4 cantrips known). Perhaps you have comprehend languages, magic missile, sleep, invisibility, rope trick, scorching ray, fireball, and haste. Even without your spellbook, you would keep those spells prepared indefinitely, and could cast a total of 4 1st, 3 2nd, and 2 3rd level spells per day. The spellbook is only needed if you decide that you want to change scorching ray to spider climb, or something like that.

Wow I have to admit I didn't realize you retained those spells indefinitely... XP for bringing something to my attention I hadn't realized concerning 5e
 

4) Fighters do not have a long list of basic powers but they also do not just swing attack. Basic attacks, grappling, knockdown, and push are each standard attack options that use a single attack during the attack action. Players who play fighters just swing by choice. Those attacks increase in permutations as multiple attacks increase, and battlemasters or other classes with similar abilities are simply better at them. It doesn't matter if these are handled by stating them in sequence by the player or if the player decides to "codify powers" by stating, for example, that an 11th level fighter gets "grappling pin attack", "swing attack" ([W]+STR to 3 targets within 5 ft range), or "battle flurry" (choose 1 target, make 3 basic attacks against that target). Many of the codified powers that existed were upgrades of existing options that emulates multiple attacks. A person can go through the options and list several with snazzy names in 5e for similar effect and a whole lot of at-will "powers". Another option is to use the ready action and see what a person can do using his or her reaction; that how a person jumps in front of an eldritch blast and take the hit meant for someone else, for example. It doesn't bother me to force a wizard back 15 feat with 3 consecutive shove attacks, through an arch or doorway, and restrict his line-of-sight; that's a standard fighter option. Between standard attack options, standard options aside from attacks, using items or equipment, and using backgrounds and skills outside of combat the character has several options even if he's a champion fighter.

On that same note from item 4, battlemasters don't need to use maneuvers or superiority dice to use those listed options. Battlemasters are better at such options by also applying maneuvers on top of damaging attacks as a bonus and possibly on attacks to which those standard options won't apply. They can also mix and match standard attack options with superiority dice maneuvers if they so choose. This means they don't run out of superiority dice as fast and that they have more permutations available to which the action may be applied.

Using the standard rest system means battlemasters start with 1-2 maneuvers per combat encounter. Usually 2 but at 6-8 combats and 2 short rests it can vary a bit. The end up with 2-3 per combat encounter with a guarantee one will be available every combat. They can do things like trip a griffon with a bow while it's flying, trade in an attack to grant another attack beyond their reach within sight and hearing that can potentially go to a stunning attack/smite/sneak attack character, or grant half moves without opportunity attacks. If they action surge they can spend up to 6 dice on maneuvers in a single turn in various combinations. Then they can apply their free artisan proficiency for a nice lifestyle while working on political influence from within the guild with some CHA investment to go with it.

I don't entirely disagree with you (especially with the bits I snipped). I also agree with the battle master being effective but note he cannot both supernova with action surge & lots of superiority dice and keep his combat options open by rationing those dice. I would rather the superiority dice were "superiority points" that were used for their effect but did not boost damage. Once you add the damage they are drawing you to the burst damage effect rather than the "free" combat options effect. I understand it was to give some compensation for when the effect failed but I think it can pull you more to being increased damage with a potential bonus effect.

Mostly though "I attack" is used as it is the most effective option. Other positioning type effects are so nebulous in TotM that it's hard to make them worthwhile (though FATE like aspects could sort of work)


Further more in practice is 6-8 encounters what is actually happening? I have managed 4 or 5 at most . 6-8 stretches my credulity of realism (FWIW) plus it must only really crop up in those orc guarding pie style dungeons with lots of little rooms & limited response. Similarly one or no short rests happen far more often than 2, which has happened once so far in my 20 odd sessions. Two seems like the max rather than the average with the average being a bit less than one.
Mind you 3-4 encounters split by a short rest is pretty close to 6 with 2 just slightly more favourable to the long rest cycle guys.
 


Further more in practice is 6-8 encounters what is actually happening? I have managed 4 or 5 at most . 6-8 stretches my credulity of realism (FWIW) plus it must only really crop up in those orc guarding pie style dungeons with lots of little rooms & limited response. Similarly one or no short rests happen far more often than 2, which has happened once so far in my 20 odd sessions. Two seems like the max rather than the average with the average being a bit less than one.
Mind you 3-4 encounters split by a short rest is pretty close to 6 with 2 just slightly more favourable to the long rest cycle guys.
To which I would say your DM might need to rethink pacing a bit, because so many abilities of each of the classes (not to mention healing) are predicated on short rests; it's one thing to have a scenario where time's critical and you have to run a gauntlet with NO stops (I did that once or twice in 4e to shake things up for a harrowing session); it's a very different game to run it all the time with one or zero breaks for PCs to recoup their stamina.
 

To which I would say your DM might need to rethink pacing a bit, because so many abilities of each of the classes (not to mention healing) are predicated on short rests; it's one thing to have a scenario where time's critical and you have to run a gauntlet with NO stops (I did that once or twice in 4e to shake things up for a harrowing session); it's a very different game to run it all the time with one or zero breaks for PCs to recoup their stamina.

**** you I am the DM!
Well I have played a handful of AL sessions (adventurers league).

They usually rest after every couple of encounters but It's rare to get 4 I a day let alone more. Possibly due to our playing short sessions IRL.

There is also pressure the other way. If the casters or more likely the Barbarian have used all their daily reserves they may be pushing for a long rest after only a few encounters. 5 mwd is still here.

Edit - smiley eliminated by phone ;)
 
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There is also pressure the other way. If the casters or more likely the Barbarian have used all their daily reserves they may be pushing for a long rest after only a few encounters. 5 mwd is still here.

It is your job to manage the pacing.

If you a run a game where people can just nova every encounter then you are weakening classes that can't do that.

I recommend looking up different pacing methods.

Here are some examples:

The Pendulum - Seen to be the default method. When encounters get hard, then easy, then hard, etc. Players will often choose this if they are allowed to choose the pacing.

The Pit - Encounters start easy, then get very hard, then drop down again but resources are depleted so even easier encounters are difficult.

The Vise - Encounters start easy but slowly get tougher.


In order to make it easier for me and to use the narrative as a tool I use the short rest = 1 day, long rest = 7 days variant.

You could try that if you are having trouble.

The main thing is that there should be consequences for dallying. Not all of the time of course. The pendulum is fine but things are dull if that is the norm.
 

Only thing about the "week-long" rest variant is that wizards will have to play VERY cagy with their spells. They can only gain back half their level in levels worth of spell slots each day - not to mention the poor clerics healing once a week :) I probably wouldn't do it, but it would definitely lead to a "cautious crawling" old-style game for sure.
 

It is your job to manage the pacing.

If you a run a game where people can just nova every encounter then you are weakening classes that can't do that.

I recommend looking up different pacing methods.
(snip)

The main thing is that there should be consequences for dallying. Not all of the time of course. The pendulum is fine but things are dull if that is the norm.

a) I have been running the lost mines of Phandelver so going with that. The no-one chooses the pattern of encounters it's what the PCs happen to find (subject to one thing leading into another)

b) I am not having problems - there are consequences for dallying - random encounters or things getting away from the players. I was merely describing the 6-8 encounter, 2 rest day as seeming like an extreme rather than an average.

c) My party has no "short rest" people in it - other than minor effects & spending HD. (Paladin, Wizard, Circle Druid, Barbarian, Trickster Rogue). I think they have not got used to using short rests for healing - they tend to cast spells when resting would arguably use resources better.
 

I like some of the fighters abilities, but what the class lacks is depth. The champion is the baseline, and it acts like an anchor to hold other subclasses like the battlemaster or eldritch knight back because it would be bad if those subclasses overshadowed the champion to a great degree. But more importantly what I have always wanted for a fighter class, that no edition of D&D has ever presented well, is flexibility of choice that is currently present with spell casters. I want the fighter and other martial classes to be able to learn or gain more maneuvers just like a caster can gain or choose new spells. Once all classes have access to a toolbox of abilities I believe the playing field will be more level. But that is tradition versus trying something new and original argument, and 5E did not take that path.

I think you're missing a key distinction here, which is that they're asking for maneuvers which are not spells. So, more like what the battle master gets, but possibly with more impressive or tactically-significant manuevers as an option. So, not spells, but abilities acquired in a way somewhat similar to how casters get spells. Which is sort of what 4e was doing, in some ways.

I suspect that if the Battle Master had different "levels" of maneuvers and gained them like spell casters (i.e. more lower level weaker maneuvers, fewer higher level better maneuvers) and limited them to Daily use like spell casters, these same people that state that fighters are not versatile enough would be complaining about how restrictive their maneuvers are.

every edition needs an optional set of fighter (or martial non magic warrior class) that has leveled abilities for people who want strong and independent and complex warrior classes... the funny part, 3e the edition of caster supremacy had it: http://en.wikipedia.org/wiki/Tome_of_Battle

now 4e built it into the core fighter, witch annoyed 2 sets of players, (a) the ones that want martial character to drool well caster rule, (b) the ones that want simple fighters to just be simple.

5e had the chance to fix this in core, battlmaster was my hope (if it looked more like warblade, or 4e fighter) now I just hope for a new class or sub class...

I would make it based off the warlock, so d8's for HD light and med armor some cool at will maneuvers AND something like superiority dice new set of powers ever 4-5 levels (so instead of 9 levels of spells you have 4 or 5 levels of maneuvers) extra attack at level 7 or 8, and a few cool extras...
 

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