D&D 5E Hopes for the 5E Fighter

FreeXenon

American Male (he/him); INTP ADHD Introverted Geek
[MENTION=326]Upper_Krust[/MENTION] - I really, really like what you have done there. I mean... what a great distillation. Perhaps as you gain levels you can gain access to more maneuvers. Starting out with a specific Fighter build would have you starting with 1 or 2 specific maneuvers and then you get to pick one two or something like that :D

Where are the links to the other class distillations, assuming you have done so?
 

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Howdy FreeXenon! :)

FreeXenon said:
[MENTION=326]Upper_Krust[/MENTION] - I really, really like what you have done there. I mean... what a great distillation. Perhaps as you gain levels you can gain access to more maneuvers. Starting out with a specific Fighter build would have you starting with 1 or 2 specific maneuvers and then you get to pick one two or something like that :D

Where are the links to the other class distillations, assuming you have done so?

Thanks for the kind words.

I am doing a revision of the Fighter where I am dividing the maneouvers into Tiers, then splitting them between the two Fighter builds.

I have the Cleric AND Wizard finished in my notebook. Both are really fun. I just need to type them up.

I will work out the Rogue tonight.

My aim is to have the above quartet of Iconic classes on my website by this weekend (probably Saturday).
 

Greg K

Legend
gladiators-> profession, not fighting style or class (for me, at least)
axe wielders -> You'd need to be clearer. Axes are valid weapons for a lot of classes.
lancers -> Same as Axe above.
crossbowmen -> An Archer class would be nice. Useful secondary weapon for a lot of classes.
flail specialists -> Same as Axe or Lance
whip wielders -> You know, I'd like to see decent support for whips as a fighting weapon...
wrestlers -> Monk
martial artists -> Monk
blowgun wielders -> Meh, kinda non-iconic. Random option, maybe?
boxers -> Monk
knife fighters -> Rogue, at least
peltasts -> Had to look this one up... Obsucre name for a concept I want as a class, actually. Light skirmishing non-Rogue warriors is a good concept.
mounted archers -> Archer with a horse or Cavalier with a bow. Take you pick.
pirates -> Profession, not class. You can have a Pirate with the Ninja class and I'd be fine with it.
halbred wielders -> Same as Axe, Lance, etc...
fencers -> Lightly armored melee weapon specialists.
sword and board -> Same as Axe, Lance, etc...
legionares -> Pretty much just your typical soldier... Solid Defender type, I guess.
slingers -> Archer
hoplites -> Same class as Legionnaires. Defender, then, I guess.
pirates -> You said this already.
muskateers -> If you mean musket-user? Archer. If you mean D'Artagnan? Same as fencer.
men-at-arms -> Too vague a concept to mention.
ninjas, -> Its own sneaky magic-using class.
samuarii -> Depending on what you mean, either a Knight or the same class as the fencer.
knights -> Defenders, same as Legionanaires, though a more Cavalier-style approach also works.
florentine style fencers -> Same as normal fencer.
sumo wrestlers -> Monk, if you absolutely have to...
charioteers -> Cavalier?


Boxers, Sumo wrestlers, Wrestlers, martial artists are not monks, in my opinion. Monks are more than unarmed fighting and martial arts is not defined by unarmed fighting and having special ki/chi or meditative powers
 

TwinBahamut

First Post
Boxers, Sumo wrestlers, Wrestlers, martial artists are not monks, in my opinion. Monks are more than unarmed fighting and martial arts is not defined by unarmed fighting and having special ki/chi or meditative powers
I agree, actually. I used the term Monk there because it would be commonly understood because of how it has been used in previous editions of D&D and in fantasy derived from D&D, but I would prefer more of a segregation between the ideas of the Martial Artist and the Monk...

I don't know what you want the Monk to be, but I would like some greater representation of the core concept of Monks as "regular clergy" as a counterpoint to Clerics who serve as "secular clergy". The core idea of all monastic orders is that they undertake particular vows, follow particular rules, and/or devote themselves to particular tasks in order to move towards some ideal state (Nirvana, greater service to God, etc). The traditional D&D Monk only partially captures that, but even 3E's Oriental Adventures' Wu Jen class does it a bit better... Of course, these thoughts might be better suited to that Cleric thread than this one.
 

Celebrim

Legend
thanks, i don't like to argue anyway :)

Cool. I'm not a huge fan of it either because almost invariably it ends up being meaningless.

Well, i think there should be SOME class specific abilities for every class...

Agreed. If everyone can do everything, then you might as well have a point buy system and bring along all the baggage and problems that come with it.

But may I suggest to general guidelines:

1) Class specific abilities should be limited to things which differ in quality, and not merely in quanity. For example, swinging a club ought not to be a class specific ability. Rather, how well you can swing a club can vary between classes. If you find yourself defining as a power something that is mundane, you tend to run into problems where players are forced to interface with the game world purely through meta langauge. That is to say, rather than being able to say, "I do this in the game world.", they have to say, "I activate my power." And likewise, rather than the DM being in the role of interpreting the players proposition into mechanics, the DM merely ends up as an accountant that tracks the results of mechanics.
2) While its perfectly fine to have independent subsystems for handling things that are different, there should be no more than one subsystem per in game reality. "There is more than one way to do it" leads to confusion, rules bloat, and imbalance.

From those guidelines, its easy to see where you have silo and where you have overlap.

Take the 4e Fighter ability Combat Mobility (i think that the one, maybe i have the name wrong). The fighter could stop someone from moving past him with an OA. No one else in the game had that ability, it was the fighter's "thing".

Excellent example. The question is, why should a mundane thing like "I interpose myself between X and the charging Orc" be an something exclusive to a fighter? I mean, I would think that even a 5 year old could attempt such a manuever, though granted they probably wouldn't be successful unless the attacker was another 5 year old.

See to me, in order to really have a shot at being considerd a Role Playing Game and not merely a tactical board game that allows for role play, the game has to procede from proposition to rules without the rules getting in the way of reasonable propositions, rather than from game rules to player propositions. If the only thing that the players are allowed to try are the things on a list of powers, then you don't have a game which at its heart is an RPG.

So in my opinion, if you want something like an OA to potentially stop movement at the point it occurs, then you need a more generic mechanic for that (or at least more generic access to the mechanic) and maybe the Fighter's schtick is that he can be in some way better at it. Maybe you have a generic combat manuever check and the fighter gets a bonus on all combat manuevers. Maybe you have a Tactics skill that as a skill check allows you to stop movement with a successful OA, and the fighter gets unrestricted access to that skill (a 'class skill') while no other class does. Or maybe the fighter gets to select a combat bonus or feat every level so that he becomes extremely competent in the arenas of combat that he chooses, and no other class can match that degree of prowess.

All of those work better than making a generic combat action something that can only be done if you have a particular power.

As an aside, one of the things that lets you figure out that a powers system is simply a magic system in disguise is precisely that instead of making you better at mundane actions, it provides for performing actions that are impossible for characters that lack whatever esoteric skill, knowledge, or ability lets the character perform the action. An example would be allowing the character to throw a grappled opponent, something otherwise not provided for in the rules. Under such rules, 'throw opponent' is basically identical to a spell, and the game will play as such, ei: "I cast my 'throw opponent' spell"/"I use my 'throw opponent' power.". Another clue is that the rules provide no chance for the power to fail situationally. An example would be a power that lets you quickly shoot arrows into the wall to make a ladder you can climb, with no mention whatsoever of the hardness of the material you are shooting at and no attempt to reconcile the fact that on a normal round you can't in fact shoot 12 arrows in the same round with that sort of precision and force nor any allowance of letting you use this flurry of shots for any purpose but ladder construction. This approach is basically summed up as, "Well, balancing spellcasters with nonspellcasters is hard, so rather than tackle the problem I'm instead going to simply make everyone a spellcaster.", and Mearls is one of its chief practicioners.

Finally, the overriding clue that you're mundanely dressed powers are actually spells in disguise is that there metagame restrictions on your access to them. This usually comes in one of two forms: either a time based restriction on how often you can use the power which is based primarily on how powerful or useful the power is, or some sort of token, slot or points which you have in limited quantity and which you must spend in order to activate the power. (These points usually renew over time but sometimes in exchange for some other game resource).

Now, I'm not saying that 'Everyone is a spellcaster' is all bad. It has some advantages; but, I am saying that I think 'everyone is a spellcaster' and its associated baggage is one of the more important reasons why a large number of people who tried 4e said, "This isn't D&D" or even "This isn't an RPG", and if you go that route you won't be able to pull those players back into the game.
 
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Nebulous

Legend
See to me, in order to really have a shot at being considered a Role Playing Game and not merely a tactical board game that allows for role play, the game has to proceed from proposition to rules without the rules getting in the way of reasonable propositions, rather than from game rules to player propositions. If the only thing that the players are allowed to try are the things on a list of powers, then you don't have a game which at its heart is an RPG.

Yes, i do agree with this, and i thought this was the major shortcoming of 4e, if the power card didn't say it, the player didn't try it. Huge, huge disconnect. Awesome tactical minis game, but weak fantasy RPG.

And i do see what you mean about the Fighter being the only person to use an OA to stop someone. Maybe he's just better at it. But what about a Thief backstabbing? ANYBODY can backstab, but traditionally only the thief class has gotten that perk. So can anyone do it now in 5e, and the Thief is just "better" at it? I would be fine with that as well, but i do think that every class should have at least ONE defining feature that no other class can replicate. Not even with magic spells.
 

Celebrim

Legend
YesAnd i do see what you mean about the Fighter being the only person to use an OA to stop someone. Maybe he's just better at it. But what about a Thief backstabbing? ANYBODY can backstab, but traditionally only the thief class has gotten that perk.

No.... not exactly.

First of all, the term 'back stab' is a first edition term for when it made sense because creatures had a front and a back. In first edition, anyone could stab someone in the back, and there were rules for it and the advantages of doing it - +2 to hit, foe couldn't use shield to defend himself, etc. However, when the thief stabbed someone in the back he was just better at it (for admittedly ill-defined reasons).

Note that "double damage" is a difference in quantity and not in qualitity. Anyone in 3rd edition can attack a flat footed opponent or a flanked opponent, but only the rogue is particularly adept at exploiting that weakness to gain the +1d6 (or whatever) bonus to damage.

Now, granted, this has always been a little bit wierd from a realism perspective, not so much in that the thief does get this advantage but that the disparity between the advantage a thief gets out of it and what a high level fighter - who is also presumably quite deft with a blade - gets out of the same situation. So maybe it is time to reevaluate that sacred cow and come up with a different mechanic, but 'back stabbing' isn't a case where you are prevented from saying, "I stab this guy in the back." because you don't have the power on your character sheet. Some classes are simply better at it.

Note however that there are things as trivial as "I stab this guy in the back" that 3e and 4e forbid explicitly or implicitly simply on the grounds access to that proposition is governed by whether you have the right feat or power to perform it.
 

Nebulous

Legend
So just to brainstorm, if you had to give a 5e thief a "thiefy" ability that no one else replicates, what would it be? Extra Backstab? Or something related to Stealth? Or some combo of the two?
 

Dragonblade

Adventurer
Now, I'm not saying that 'Everyone is a spellcaster' is all bad. It has some advantages; but, I am saying that I think 'everyone is a spellcaster' and its associated baggage is one of the more important reasons why a large number of people who tried 4e said, "This isn't D&D" or even "This isn't an RPG", and if you go that route you won't be able to pull those players back into the game.

As a 4e fan, I have your analysis intriguing and insightful, Celebrim. I agree with you that the rules should be written in such a way that most classes can try most combat maneuvers. Otherwise, like you say, it effectively becomes a "spell" that only a few people can do.

But I don't like the Pathfinder CMB mechanic, or too many fiddly rolls to achieve something. I have found that requiring umpteen skill checks or rolls to achieve some cool maneuver results in PCs who just stand there and swing away lest they fail their check and do nothing.

I'd prefer some other mechanic where if you expend the right resources, you automatically succeed on certain things. Much like Mike Mearls token mechanic from Iron Heroes. So anyone can use an OA to stop an enemy from moving (even a wizard, for example), but for a fighter it only costs say one "grit" token, but for a paladin it might cost two, and for a wizard four or more. If you had no tokens remaining you could still try, but then you would roll and accept the risk of failure.

How tokens are refreshed or generated in battle is another discussion altogether, especially if you have different types that some classes can generate more easily than others. But there are all sorts of ideas you could come up with, including different tokens for different power sources that can be expended to do different things. Casters could have arcane tokens that represent gathering in magical power. More powerful spell effects might require multiple tokens, but mage "at-wills" only use one. How fast and how many tokens a caster generates per round can be a function of level, feats, and player action or narrative.

And layer on the token system such that you can totally ignore it and just default to making Pathfinder style CMB checks if you prefer melee characters that don't have an in-battle resource management mechanic. Or for those 1e fans, just ignore the maneuver subsystem altogether and just have fighters that swing away.

And all of this can be grid agnostic for people like me who like narrative combat as much as grid based combat. Better yet have the grid pased maneuvers effectively segregated so you can layer on or remove grid based movement easily without having it built into the core game.
 

Celebrim

Legend
So just to brainstorm, if you had to give a 5e thief a "thiefy" ability that no one else replicates, what would it be? Extra Backstab? Or something related to Stealth? Or some combo of the two?

I'm not sure that there is a thiefly ability that no other class replicates in 3e. Evasion is shared with several other classes. Uncanny dodge is shared with several other classes. Trapfinding is pretty close to one in core, since effectively no other class can find traps as its rare for a trap search DC to be less than 20.

I want to go back to hammer this point, but Sneak Attack is a mechanical variation (mostly) unique to rogue, but its not a unique ability. One thing 3.5 was particularly bad about was introducing multiple mechanical variations on the same ability, with the result of having more diversity of mechanics than actual diversity of propositions. Two characters might be doing the same thing, but using different mechanical perks to resolve the same proposition. At its worst, 3.5 encouraged dipping into mutliple mechanical perks on the same theme from different classes with overlapping schticks in order to develop a mechanically superior variant.

I do not like mechanical variation for its own sake.

And almost by definition, I wouldn't want there to be a unique thief ability. The thief is a 'mundane' class. So while it might greatly excel classes in certain areas - breadth of skill, access to agility perks - I'd be hesistant to let it do anything that wasn't a difference in quantity rather than quality from what any other class could do.

Instead, what I'd want is to make sure that there was a tipping point in every mundane ability beyond which it became truly extraordinary.

Anyone with sleight of hand can pick your pocket, but with enough skill a character can take the shirt off your back without you noticing.
Anyone can climb a wall, but with enough skill, a character can run up a wall and cling to it as easily as he stands on level ground.
Anyone can balance on an unstable surface, but with enough skill, a character can walk on water.

And so forth.

So core 'theifly' abilities might be some thing like:

"Add your class level as a bonus to hit against any foe you have combat advantage on. Additionally, you may apply one combat perk to each attack you make against this foe even if you don't know that perk, provided you meet all the perks prequisites."

But I'm pretty happy on the whole to just consider the rogue to be a particular diverse selection of mundane abilities provided that the system doesn't, as stock 3e tended to, suggest that spells are just simply better than skill.
 

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