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Fixing the fighter (I know...)
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<blockquote data-quote="Bacon Bits" data-source="post: 7829235" data-attributes="member: 6777737"><p>Late to this party, but in my mind the only problems with the Fighter are below. To be fair, I think these are general design issues that I have with 5e, but they seem to be more prevalent with Fighters.</p><ol> <li data-xf-list-type="ol">Reliance on short rests. Boy, do Fighters need short rests. This particularly affects the Battlemaster, but I think the short rest mechanic doesn't work well for the way the tables I play at like to structure encounters (2-4 Hard or harder encounters per adventuring day). This means the game, by design, doesn't support our preferred play style as well as we'd like. Warlock and (to a lesser extent) Monk both fall into this category, too.</li> <li data-xf-list-type="ol">The Champion can be incredibly boring to play unless you've got feats. Even then, lots of combats can still be boring. You're a great character and are very effective, but it does get a bit boring. And I love to play Fighters. The subclass needed something else to do. I understand liking simple, but there's simple and then there's simple.</li> <li data-xf-list-type="ol">Attuned items don't really work all that well for classes that are very equipment-driven, like Fighters. The more interesting items that have odd little rider effect are all attuned, and that means that if your DM likes to give out mostly interesting items and doesn't like bland +1/+2/+3 items, you'll be stuck with an interesting sword, interesting armor, and then one other item. I've played several campaigns now where we've ended up with a handful of minor items with narrow abilities that nobody could use because we were out of attunement slots.</li> <li data-xf-list-type="ol">Indomitable is one of the worst abilities in the entire game. Of the classes I've played I would only put it behind Barbarian's Brutal Critical and Cleric's Destroy Undead. The saves you're likely to use this on are saves you've got a terrible chance to make. Rerolling a save you've got a terrible chance to make, has a terrible chance to make. It's such a feels-bad ability that I'm not shocked it's one of the last ones added during playtest.</li> <li data-xf-list-type="ol">Abilities of the class gained level 12 and up, with the exception of the absurd Extra Attack (3), are generally not worth it. Action Surge (2) is good, but it comes so late that it doesn't do much. Champion's level 18 ability is quite good, but again, it comes extremely late. It's competing with 9th level spells, here. Again, this is a general criticism I have for most of the end game, as I think all class abilities gained between levels 12 and 20 are not powerful or impactful enough. The notable exceptions are some (not all) capstone abilities, spellcasting, Rogue/Monk abilities, and a few subclass abilities.</li> </ol><p>Note that power-wise, I've never had a problem with Fighter. I've never felt like the class has needed anything in terms of more <em>power</em>.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7829235, member: 6777737"] Late to this party, but in my mind the only problems with the Fighter are below. To be fair, I think these are general design issues that I have with 5e, but they seem to be more prevalent with Fighters. [LIST=1] [*]Reliance on short rests. Boy, do Fighters need short rests. This particularly affects the Battlemaster, but I think the short rest mechanic doesn't work well for the way the tables I play at like to structure encounters (2-4 Hard or harder encounters per adventuring day). This means the game, by design, doesn't support our preferred play style as well as we'd like. Warlock and (to a lesser extent) Monk both fall into this category, too. [*]The Champion can be incredibly boring to play unless you've got feats. Even then, lots of combats can still be boring. You're a great character and are very effective, but it does get a bit boring. And I love to play Fighters. The subclass needed something else to do. I understand liking simple, but there's simple and then there's simple. [*]Attuned items don't really work all that well for classes that are very equipment-driven, like Fighters. The more interesting items that have odd little rider effect are all attuned, and that means that if your DM likes to give out mostly interesting items and doesn't like bland +1/+2/+3 items, you'll be stuck with an interesting sword, interesting armor, and then one other item. I've played several campaigns now where we've ended up with a handful of minor items with narrow abilities that nobody could use because we were out of attunement slots. [*]Indomitable is one of the worst abilities in the entire game. Of the classes I've played I would only put it behind Barbarian's Brutal Critical and Cleric's Destroy Undead. The saves you're likely to use this on are saves you've got a terrible chance to make. Rerolling a save you've got a terrible chance to make, has a terrible chance to make. It's such a feels-bad ability that I'm not shocked it's one of the last ones added during playtest. [*]Abilities of the class gained level 12 and up, with the exception of the absurd Extra Attack (3), are generally not worth it. Action Surge (2) is good, but it comes so late that it doesn't do much. Champion's level 18 ability is quite good, but again, it comes extremely late. It's competing with 9th level spells, here. Again, this is a general criticism I have for most of the end game, as I think all class abilities gained between levels 12 and 20 are not powerful or impactful enough. The notable exceptions are some (not all) capstone abilities, spellcasting, Rogue/Monk abilities, and a few subclass abilities. [/LIST] Note that power-wise, I've never had a problem with Fighter. I've never felt like the class has needed anything in terms of more [I]power[/I]. [/QUOTE]
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