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I made a Revised Fighter to fix the martial/caster gap - Feedback?
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<blockquote data-quote="jgsugden" data-source="post: 9144419" data-attributes="member: 2629"><p>Let's put a Battlemaster Great Weapon Fighter with a 20 Strength and a +1 Greatsword at level 11 into combat. They attack at +5 for 2d6(reroll 1or2) +16 damage with a d10- bump they can toss in if they hit on each attack. They have easy access to bumps like Bless or Advantage. They can action surge for 3 more attacks. If they fell a target or get a crit, they get to make a similar attack as a bonus action. All in all, They're often dealing between 50 and 200 damage per round. If it is closer to 50, they're using up no resources to do it. If it is closer to 200, they likely used up some resources - that recharge on a short rest.</p><p></p><p>An 11th level wizard gets a one shot chance with their only 6th level slot to deal ~75 damage - if their opponent fails a con save, which is probably going to be the most easily made save by high hp enemies. </p><p></p><p>Fighters need no damage bumps. </p><p></p><p>If you want to give them something else, give that strategy and tactical bonuses based upon wisdom and intelligence. Give them the ability to guide their allies, to outmaneuver enemies, to take advantage of the battlefield. Make cover out of terrain to protect your allies. Give your allies extra movement. Allow the fighter to lure enemies out of position. Fighters should be the ones that use their brain in battle to win the day. Barbarians are the beat down. Paladins get the divine bonus. Rangers call upon their affinity for nature and use those skills in battle. Fighters are the ones that are supposed to be our generals and tacticians. </p><p></p><p>Out of combat, they should be masters of military lore, should be able to use their brains to figure out problems, and should be able to create the best defenses. I'd give them abilities to set up defenses when camping, advantage on some form of fighting related history checks, and investigation by default.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9144419, member: 2629"] Let's put a Battlemaster Great Weapon Fighter with a 20 Strength and a +1 Greatsword at level 11 into combat. They attack at +5 for 2d6(reroll 1or2) +16 damage with a d10- bump they can toss in if they hit on each attack. They have easy access to bumps like Bless or Advantage. They can action surge for 3 more attacks. If they fell a target or get a crit, they get to make a similar attack as a bonus action. All in all, They're often dealing between 50 and 200 damage per round. If it is closer to 50, they're using up no resources to do it. If it is closer to 200, they likely used up some resources - that recharge on a short rest. An 11th level wizard gets a one shot chance with their only 6th level slot to deal ~75 damage - if their opponent fails a con save, which is probably going to be the most easily made save by high hp enemies. Fighters need no damage bumps. If you want to give them something else, give that strategy and tactical bonuses based upon wisdom and intelligence. Give them the ability to guide their allies, to outmaneuver enemies, to take advantage of the battlefield. Make cover out of terrain to protect your allies. Give your allies extra movement. Allow the fighter to lure enemies out of position. Fighters should be the ones that use their brain in battle to win the day. Barbarians are the beat down. Paladins get the divine bonus. Rangers call upon their affinity for nature and use those skills in battle. Fighters are the ones that are supposed to be our generals and tacticians. Out of combat, they should be masters of military lore, should be able to use their brains to figure out problems, and should be able to create the best defenses. I'd give them abilities to set up defenses when camping, advantage on some form of fighting related history checks, and investigation by default. [/QUOTE]
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I made a Revised Fighter to fix the martial/caster gap - Feedback?
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