D&D 5E Hopes for the 5E Fighter

Nebulous

Legend
If I were going to emulate something heroic and cinematic from LotR involving a fighter, I'd want to do Boromir's last stand and death scene. That was epic.

Agreed. i don't want wuxia/anime style combat with my fighter sliding down oliphants...not be default anyway, but if that can be worked in modularly with some supplement....fine by me.

I think the 5e fighter needs a list of class specific powers just like the 3e spell lists. Give him a pool of abilities to pick from, and this is where it really needs to depart from 4e....class powers MUST do different things, and not have the same end result of just combat mechanics.

And i wonder, if the generic 5e fighter will be flexible enough to "reskin" as an Archer, Barbarian, Cavalier, etc, without having to make a new class. Maybe all you would need is a "kit" (hello 2e) that has class abilities bundled with it.
 

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Greg K

Legend
Wait, Mearls did something good? For fighters? I'm going to have to check that out.

Yes, but it is not just a fighter book.
Chapter 1: The maneuver system. It is useful by anyone, but martial types will get the most use due to having better BAB.
In my opinion, the best part of the book followed by Fighter Fighting Style Feats and stunts

When looking at the sample maneuvers in the book or links, Called Shot, Arm
is borked. They, mistakenly, listed Ability Damage and its base modifier. Based upon the penalty to attack roll and the description, the base should be Inflict Penalty (Ability Damage inflicts Ability Damage. Inflict penalty is for penalties to rolls). This has a big difference on the Net Effect. The Effect and Net Effect lines should read

Effect: Inflict Penalty (-2 to attack rolls) -10 (penalty is -5 to your attack per -1 roll penalty inflicted)

Net Effect: Attack Roll Penalty: 0

The net effect is the penalty after the listed drawbacks. Also the sample maneuver does not tell you that on a critical hit, the penalty you inflict is increased by 1 (it is listed under the description for Inflict Penalty).

Lots of cool things that can be done under the system including:
ability damage (steep base penalty, but nasty against spellcasters if you target their main stat)

disable natural attack

disrupt special attack: making things like beholder eyes, gaze attacks, breath weapons unusable until healed. If the creature needs to use a body part (e.g., eyes or mouth) to generate or release the special attack, you can disable it. I would allow it to be used against say spells requiring verbal components (unless caster has silent spell).

knock targets prone
Knock them back
Force them back
daze them
stun them
blind or deafen opponents
sweeping area attacks

Chapter 2: The book's version of Warforged

Chapter 3: Feats
a. Arcane Battle Feats: allow fighters to do more supernatural stuff, but wizards can also take them
b. Battlemind Feats
c. Fighter Style Feats that can be taken by fighters at first level and grow

Chapter 4: Skills and Stunts
Other skill uses and using skills to do things like running vertically up walls or in combat.
There is an option is to allow Fighter types to substitute BAB for skill ranks for stunts.
 
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MarkChevallier

First Post
I want Fighters to be consistent, credible threats at any level of combat. Tough and deadly, and capable of action-movie style stunts without shading over into ridiculous supernatural abilities.

I think they should also be (at least potentially) a very simple character to play. Where does their effectiveness come from? Their big hps, high damage and armour; if you would like fancy manouevres, stances and whatnot, that's a fine option but shouldn't be the default.

I'd like Fighters to be flexible too; the class should basically mean - "a mundane character skilled at kicking bottom", whether that be with missile fire, greatswords, shield and morning star, whatever.

I don't mind them potentially being more skilled than in previous editions - an alert fighter, an athletic fighter, a cunning fighter, whatever; you do then face a design issue of the distinction between them and rogues.
 

Wormwood

Adventurer
Agreed. i don't want wuxia/anime style combat with my fighter sliding down oliphants...not be default anyway, but if that can be worked in modularly with some supplement....fine by me.

I think that may be the most reasonable solution for 'bridging the gap', so to speak. Have 5e allow for both fighting-men and wuxia heroes according to taste.

I would have zero complains should such a system be forthcoming.
 

TwinBahamut

First Post
However, I very much hope you or someone like you isn't in charge of 5E design.

To speak freely, I think you've become cynical and disspirited. Now, I can't blame you in that exactly, but I do want to say that just because you've seen obvious problems go largely unsolved and ignored for years doesn't mean that no solution exists or that we must settle for something which, while perhaps fine in itself, is perhaps a solution to a problem other than the one we had in the first place.
Cynical? Disspirited? Sorry, but you're completely mistaken there. I'm actually rather optimistic about 5E. I vastly prefer to like things rather than hate them, and my wishes are closer to being a hope for positive change rather than a despair about an unfixable solution.

The real issue, I think, is that I simply have very different likes and dislikes than you. I want different things from the game than you. I have different ideas for what a well-designed class is than you. But, I think it is rather inappropriate to label either of our viewpoints with negative terms like "cynical".

There is absolutely no reason why these things can't be done in a single interesting well done fighter class. The tools are there, but among other things it requires a less hesitant, passive and conservative skills system than 3e provided. Tumble is an example of where they could go with skills having potentially relevant roles in combat. It also means accepting that skills beyond a certain level represent superheroic and not merely mundane ability - Batman's abilities at dodging out of rooms unseen, taking long cuts to end up ahead of those he chases, jumping from incredible heights without taking damage, and so forth.
There are a lot of reasons why they can't (or rather, shouldn't) be done in a single Fighter class. A big part of this is that I don't hold a single Fighter class as an ideal worth striving for. At no point in my life have I ever done so. In general, I prefer a larger number of mechanically simple classes with clear focuses, rather than a small number of 'toolkit' classes designed to be customized into other things. I think my preferred approach has more mechanical elegance and brings out the flavor of a class better.

I mean, let's look at the example of two reasonable non-magical combatant archetypes: the heavily armored melee fighter and the lightly armored archer. These two archetypes are almost complete opposites, with opposing strengths and weaknesses. The armored knight would be able to safely take many hits and is skilled at fighting in close quarters, but would be very ineffective at ranged combat. On the other hand, the archer would want to avoid close combat at any costs, but is very good at fighting from a distance. In many ways, the archer is more similar to the stereotypical Wizard than he would be to the armored knight, and the armored knight is more similar to the Paladin or Barbarian than he would be to the archer. Those two archetypes belong in different classes, not the same class.

It would take me a bit more effort, but I'd argue the same for many of the other archetypes and concepts I mentioned in the first post. Their differences outweigh their similarities, so trying to create a catch-all Fighter class simply serves to diminish your ability to create any of them.

I'll also admit that I'm not at all a fan of a 3E-stlye skill system. I'd rather see such a system removed entirely, rather than elaborated upon. I think that'd be the subject of a different thread, though.

You mean by letting non-magical characters still perform magic. This is the cynics solution to the problem, and I reject it.
...

What I said is not cynical, a solution to some unstated "problem", or a method of "letting non-magical characters still perform magic". I don't even know where to begin with this one...

Notice that we keep trending towards, "Well, if only spellcasters can be awesome sauce, we ought to let everyone be spellcasters."? But note, that the real problem is, "Everyone should be able to be awesome sauce."
Of course everyone should be awesome. Of course not everyone should be a spellcaster. That doesn't mean non-magical should equate to "basic attacks and skill checks" while magical equates to "complicated sub-systems".

Personally, I think there should be a wide variety of very different sub-systems of varying complexity and style. Non-magical warriors need to be able to do cool stuff, and things like maneuvers and powers are perfectly appropriate for that in my book. At the same time, these maneuvers and powers should work in a very different way than something like Arcane spells, which should use a different sub-system to achieve different effects with different mechanics.

I agree with you that unusual play styles shouldn't be marginalized, but in older edition's defense, part of the problem is that a mount usually is more trouble than they are worth in a many dungeons. The real problem here is the assumption that dungeon delving is the core activity of the game, and so other varieties of play don't need full support. The game should let you play the game you want to play, whether its Cossacks on the steppes of the 'Real World', or fantasy dungeon delvers in a quasi-medieval tolkien-esk consensus fantasy settings. If your campaign takes place on an virtually endless open plain, mounts are going to play a big role and the rules should support that. If you are in a maze of twisty passages, all alike, then it should support that to and not insist that, because the game has mounts that they must be just as useful (Poke-mounts) in all situations. This suggest one of the reasons I dislike the notion of a 'mounted class' and other narrow and inflexible concepts.
I'm a little bit confused here... You seem to move from disagreeing with something I didn't intend, to agreeing with important parts of what I did try to say, to disagreeing with one of my key points... Maybe I'll just talk some more about the subject and hope I express my point a bit better, then.

Mounts are not at all useful for exploring a traditional dungeon. They wouldn't have the room to maneuver needed to play to their strengths, and they might very well not even fit in the corridors. Exotic mounts like gryphons would be even more disadvantaged, though possibly still useful for other reasons, I suppose. As such, mounted combat is a trivial concern for dungeon-diving. A Cavalier class would be useless in a dungeon-focused campaign.

That said, the mounted cavalry soldier is one of the more absolutely important warrior archetypes in history. For any campaign that focuses on something outside of the dungeon, mounted combat becomes really, really important and interesting. A Cavalier class would be really useful in any of these campaigns.

Generally speaking, I'm not a fan of the idea that any class, class feature, or mechanic needs to be equally useful in every campaign. That idea isn't true anyways, because I don't think there has been anything in D&D that everyone wanted to use. Thinks like "poké-mounts" are a terrible solution, because they built on reducing what should be a core part of a class's identity to something optional and minor. Sure, a Cavalier is not going to fit in every campaign, but, well, neither are Elves, or Clerics.
 

WizarDru

Adventurer
Didn't bother reading past that in your post because you obviously know nothing.

Ad-hominem notwithstanding, I should have typed ALL heavy armors or just simply PLATE. Beyond that, the fact that essentials felt compelled to offer the Knight to patch that particular problem is fairly suggestive to me that they recognized a mistake.
 

Celebrim

Legend
You confess confusion near the end of your post, and I think it is because you are thinking I disagree with you far more than I do.

But, I think it is rather inappropriate to label either of our viewpoints with negative terms like "cynical".

I call it cynical when someone says that they want a new edition of D&D but think that the Fighter class (the Fighter class!) needs to be kicked to the curb in favor of well, something that sounds like an almost unplayable and unbalancable mess of self-contridictory viewpoints.

I'm actually rather optimistic about 5E. I vastly prefer to like things rather than hate them, and my wishes are closer to being a hope for positive change rather than a despair about an unfixable solution.

I'm actually rather optimistic about 5E as well. And in no small part because I suspect or at least hope that Monte Cook isn't going to do the sort of 4E and Pathfinder inspired stuff that you are drawing your inspiration from.

The real issue, I think, is that I simply have very different likes and dislikes than you.

Perhaps.

I have different ideas for what a well-designed class is than you.

Certainly.

I want different things from the game than you.

Probably not. I suspect from what you say that we want much the same things, we just have very different ideas of how to get there.

There are a lot of reasons why they can't (or rather, shouldn't) be done in a single Fighter class.

Feel free then to explain them.

A big part of this is that I don't hold a single Fighter class as an ideal worth striving for.

Of course not. If it could be done better with lots of class variations, then I'd support it. Problem is, we have examples of that in 3.5e, 4e and Pathfinder and it made things worse and not better.

In general, I prefer a larger number of mechanically simple classes with clear focuses, rather than a small number of 'toolkit' classes designed to be customized into other things. I think my preferred approach has more mechanical elegance and brings out the flavor of a class better.

Large numbers of classes are elegant? So, you consider late 3.5 to be mechanically elegant?

I mean, let's look at the example of two reasonable non-magical combatant archetypes: the heavily armored melee fighter and the lightly armored archer. These two archetypes are almost complete opposites, with opposing strengths and weaknesses. The armored knight would be able to safely take many hits and is skilled at fighting in close quarters, but would be very ineffective at ranged combat. On the other hand, the archer would want to avoid close combat at any costs, but is very good at fighting from a distance. In many ways, the archer is more similar to the stereotypical Wizard than he would be to the armored knight, and the armored knight is more similar to the Paladin or Barbarian than he would be to the archer. Those two archetypes belong in different classes, not the same class.

There are all sorts of bundles of assumptions in that which we first have to dismantle before we can discuss why this approach won't work. Why for example should a wizard be focused on ranged combat? Shouldn't a wizard also be able to focus on close combat, or on some thing entirely different than being 'artillery'? I think you'll find plenty of people upset with 4e pigeon holing wizards into the 'ranged support' role in the first place, and rightly so. Must we know have separate classes for wizards up close, and wizards at a distance, and wizards that do different things entirely? And perhaps some wizard in the middle so that if you want to play something more balanced and less hyperspecialized, you can play that as well? And for that matter, why can't the Paladin or the Barbarian be ranged combatants? Do we need mini-classes for the elven Paladin that hits hard with bows? For the Barbarian archer, or rock throwing warrior based off of a Polynessian archetype? Or for that matter, why should we assume 'Viking beserker' is archetype Barbarian? What about native American aboriginals mounted on horseback? Not barbarians? And for that matter, why should we assume that all warriors who channel their rage and emotion into ferocity are rural illiterates from more primative cultures? Why not elite nationalist units, or sworn temple gaurdians? Do we need separate mini classes with their own subsystems for those concepts as welll?

So, what about gladiators, axe wielders, lancers, crossbowmen, flail specialists, whip wielders, wrestlers, martial artists, blowgun wielders, boxers, knife fighters, peltasts, mounted archers, pirates, halbred wielders, fencers, sword and board, legionares, slingers, hoplites, pirates, muskateers, men-at-arms, ninjas, samuarii, knights, florentine style fencers, sumo wrestlers, charioteers, and so on and so forth. Should we have a mini-class for each concept and style? And what happens when my character concept wants to borrow from multiple classes but is forced to pick up unwanted baggage from each? What about smart fighters, cunning fighters, charismatic fighters, agile fighters, tough fighters, and on and on. Can you support each approach for all the little subclasses? I mean, surely you aren't suggesting that every knight needs to take the same basic array of attributes to play the class? What if your powers don't interact with the attributes my concept calls for? Must I be suboptimal?

Up front it takes much less effort than creating a unified class. The problem with a new class for each problem is that its lazy design. It's like solving a coding problem with a new batch of in line in place fall through code. It's simple in the short run and fixes a specific problem, but in the end it leaves you with an inelegant mess because you only fixed that one problem.

Their differences outweigh their similarities, so trying to create a catch-all Fighter class simply serves to diminish your ability to create any of them.

No, it doesn't. It only does so in your experience because the attempts to solve the problem by Pazio and WotC and others have been poorly implemented. Take the example of the archer versus heavy armor close combat specialist you are focused on. A lot of the distinction between the two can be defined very simply - one is focused on traditional dexterity roles and the other is focused on traditional constitution roles. One is mobile by virtue of light armor, and the other is hard to take down by virtue of heavy armor. We have major distinctions between the two using nothing more complex than what was available in 1e. There are plenty of tools for providing for extremely high distinction between the two even if they have a unified class.

I'll also admit that I'm not at all a fan of a 3E-stlye skill system. I'd rather see such a system removed entirely, rather than elaborated upon. I think that'd be the subject of a different thread, though.

Ok, sure. But i'd like to point out that skill systems are a lot easier to remove from the system than they are to put back in when missing, and that D&D has had skill systems since late 1e at the latest and much earlier if you count the thief as the prototype upon which the notion of skill in the game is founded. I understand why the OD&D players dislike the thief, but if you are going to reach back that far for your inspiration on how in game skill should be handled but on the other hand plan on having literally hundreds of classes in the editions long run, then I think you are imagining a game that is unlikely to unify the fan base. More people left OD&D for its lack of skills than stuck with it for its lack.

That doesn't mean non-magical should equate to "basic attacks and skill checks" while magical equates to "complicated sub-systems".

Did I suggest that it should? Tactical subsystems can be quite complex without depending on the sort of limited access balancing or point expenditure balancing that is associated with powers and manuevers. And limited access balancing which is grounded primarily in metagame needs is basicly a magic subsystem. In particular, one of the problems with associating maneuvers with a class or power, is that if this subsystem covers a set of actions that are not meant to be supernatural, there is a question of why access to the subsytem is restricted. For example, if I have manuever that is 'Judo throw foe', the question becomes "Why can't anyone pick up something and throw it? Sure, maybe he's better at it, but any 5 year old can body slam something his size." "Why can't I pick up a handful of sand and toss it in the foes eyes? Sure, he may be better at it, but can't I try?" You'll run into the problem of, "Well, you can't do that because its not a power on your class list." really really quickly if you try to address the problem through numerous classes and subsystems.

Personally, I think there should be a wide variety of very different sub-systems of varying complexity and style. Non-magical warriors need to be able to do cool stuff, and things like maneuvers and powers are perfectly appropriate for that in my book.

Powers are spells by a different name. While I'm inclined to agree with you about the utility of separate subsystems to a certain extent, at some point power subsystems are just generic magic subsystems in thin disguise.

A Cavalier class would be useless in a dungeon-focused campaign.

That said, the mounted cavalry soldier is one of the more absolutely important warrior archetypes in history. For any campaign that focuses on something outside of the dungeon, mounted combat becomes really, really important and interesting. A Cavalier class would be really useful in any of these campaigns.

Again, we disagree not about the end goal, but about the utility of having a Cavalier class be the means to get there. Let me put it this way, do you agree that a mounted warrior that rides a horse, and one that rides a gryphon, and one that rides a shark, can be bundled into the same class? Or would you prefer separate subsystems for land based mounts, air based mounts, and sea based mounts? And, if you do prefer that, then what are you going to do when those subsystems are tied to a class (rather than to the environment) and a member of another class wants to interface with them?

Generally speaking, I'm not a fan of the idea that any class, class feature, or mechanic needs to be equally useful in every campaign.

I never said it needs to be. But I'm equally not a fan of creating a class specificly because some campaign might occur entirely in the ocean.
 
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Celebrim

Legend
Agreed. i don't want wuxia/anime style combat with my fighter sliding down oliphants...not be default anyway, but if that can be worked in modularly with some supplement....fine by me.

This probably going to require a different discussion, but the key question in here is not whether a fighter can slide down an oliphant, but why is he sliding down oliphants?

At some point even in a game set to non-wuxia by the DM's perferences, you are going to have a player look at his character sheet and say, "You know, I'm so powerful that I could slide down this oliphant firing arrows if I wanted to." This will be result either of mighty magic items, spells, or innate mundane skill taken to superhuman levels of ability. The question of whether this actually happens commonly rests on whether the system rewards or punishes this sort of stunting behavior. If in theory you can do it by passing skill checks or whatever, then all the system does is provide a chance you'll fall on your face and look stupid for engaging in unnecessary tricks. If on the other hand, there is some reward mechanism genericly available for performing stunts, then "Roll tide; surfs up!"

A generic mechanism like, "For each difficult atheletics check you perform prior to making standard attack, you gain a +1 bonus to hit or damage or a +1 bonus on a combat or tactical maunever check." can (granted that's a very simplistic system and I'm leaving out some necessary details) be used to plug and play the desired result. Take it out if you don't want elephant surfing; put it in if you do. It's a simple sort of optional rule.

I think the 5e fighter needs a list of class specific powers just like the 3e spell lists.

Why class specific?

Instead of arguing with you, I'm going to challenge you to provide examples. I believe for any example you show, that the I can counter by showing the game is better with a non-class specific solution.

class powers MUST do different things, and not have the same end result of just combat mechanics.

Oh I agree. But there are other ways to differentiate than result.

nd i wonder, if the generic 5e fighter will be flexible enough to "reskin" as an Archer, Barbarian, Cavalier, etc, without having to make a new class. Maybe all you would need is a "kit" (hello 2e) that has class abilities bundled with it.

Kits aren't bad in and of themselves except when they are essentially classes in disguise. But I think Pathfinder's use of fighter kits shows just why this goes so wrong ultimately. And further, if I implemented kits I would also like to see them not class specific (ala say FantasyCraft).
 

The 5th Edition Fighter

I think I have the perfect solution, I just did a revision of the 4E Fighter powers where I condensed everything down to 1 page but still expanded the number of powers, so I give you...

The 5th Edition Fighter?

5th Edition Dungeons and Dragons Eternity Publishing

Any thoughts?

Edit: Actually I wonder if I can directly insert the image...?

martial-maneouvers.jpg
 
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Stormonu

Legend
Back in 1E/2E was there ever a reason NOT to armor up into Plate mail? I can't remember any options or kit that didn't punish you for going with the heavist armor you could afford. I don't think this even got addressed in 3E except with making a seperate class (swashbuckler) and I'm not sure if 4E broached the subject of the lightning quick unarmored fighter.


On the subject of Wuxia/supernatural moves, I'd really like to see that sort of stuff made optional or put into a supplemental book.

Vs Wizards, I think there can be a happy medium of giving the wizard enough magical abilty to hold his own, but put limitations into the system so that drawing on greater power than the "average" for that level is possible, but risky. The trick becomes keeping the game from forcing the wizard to draw on that power and abnormally risking his/her character.

One of the dial settings of the game would thus be where the power level of the game would sit. If spellcasters then draw on powers that attempt to exceed that level or expectation of ability, then risk becomes involved.
 

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