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I think Wizards balances classes using damage on a single target nova over 3 rounds.
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<blockquote data-quote="Adept_Austin" data-source="post: 9136232" data-attributes="member: 7043021"><p>I've been lurking these forums for a while, and I want you to know that your fighter re-design is one of the worst I've ever seen. It's so bad you've forced me to make an account. Let's break it down.</p><p></p><p></p><p>1. Fighter doesn't need anymore reason to be multiclass dipped. Allowing a wizard to gain heavy armor proficiency by dipping fighter doesn't make imporver fighters, it improves wizards.</p><p></p><p>2. This one's fine, but pretty niche. Definitely not an improvement for the class</p><p></p><p>3. There are no satisfactory crafting or repairing rules in 5e, so this feature in unsatisfactory by extension</p><p></p><p></p><p></p><p>The fighter is already proficient in all (martial+simple) weapons. The only functional difference would be for alien/future technology which is extremely niche. This feature does basically nothing</p><p></p><p></p><p>1. I actually like this one as it fits the fighter's niche as the master of weapons. I'm not so sure how useful it would be since most fighters would already be able to use most any magic item that's designed to be useful for them, but it captures the spirit of the class. This could also be good for multiclassing but, once again, that's helping other classes, not fighter.</p><p></p><p>2. Once again, extremely niche. Only charisma checks and saves, and only in conflicts with sentient weapons and armor? how many charisma checks do fighters (or anyone for that matter) make while fighting sentient armor or weapons? How many sentient weapons or armor even call for charisma saves?</p><p></p><p></p><p></p><p>I'm glad there's actually a use for the first level ability now, but honestly they should be reversed and combined into the same ability with the advantage coming later as scaling of the ability. Also, the +2 for weapons that aren't martial or simple would only be for ??? Alien weapons? Siege weapons? I don't really see the need for the added difficulty. Finally, this only works on weapons? What about armor or Magic wands? While not strictly weapons, many do contain combat abilities which would be very thematic for a fighter to know about.</p><p></p><p></p><p></p><p>1. 3rd and 4th extra attacks aren't even features, they're scaling of the fighters 5th level feature and should already be baked into that feature</p><p>2. Same thing except worse because instead of getting a rehashed 5th level feature, you're getting a 1st level feature.</p><p></p><p>Fighters are supposed to be the master of weapons in the D&D world. The reverse side of the coin where Wizards are the master of spells. The problem with the fighter is that its "mastery" just allows it to use the same bog standard attacks more times in a turn. Imagine if the wizard's only scaling to show its mastery was that it could cast fire bolt 4 times instead of once (without the baked in level scaling)</p></blockquote><p></p>
[QUOTE="Adept_Austin, post: 9136232, member: 7043021"] I've been lurking these forums for a while, and I want you to know that your fighter re-design is one of the worst I've ever seen. It's so bad you've forced me to make an account. Let's break it down. 1. Fighter doesn't need anymore reason to be multiclass dipped. Allowing a wizard to gain heavy armor proficiency by dipping fighter doesn't make imporver fighters, it improves wizards. 2. This one's fine, but pretty niche. Definitely not an improvement for the class 3. There are no satisfactory crafting or repairing rules in 5e, so this feature in unsatisfactory by extension The fighter is already proficient in all (martial+simple) weapons. The only functional difference would be for alien/future technology which is extremely niche. This feature does basically nothing 1. I actually like this one as it fits the fighter's niche as the master of weapons. I'm not so sure how useful it would be since most fighters would already be able to use most any magic item that's designed to be useful for them, but it captures the spirit of the class. This could also be good for multiclassing but, once again, that's helping other classes, not fighter. 2. Once again, extremely niche. Only charisma checks and saves, and only in conflicts with sentient weapons and armor? how many charisma checks do fighters (or anyone for that matter) make while fighting sentient armor or weapons? How many sentient weapons or armor even call for charisma saves? I'm glad there's actually a use for the first level ability now, but honestly they should be reversed and combined into the same ability with the advantage coming later as scaling of the ability. Also, the +2 for weapons that aren't martial or simple would only be for ??? Alien weapons? Siege weapons? I don't really see the need for the added difficulty. Finally, this only works on weapons? What about armor or Magic wands? While not strictly weapons, many do contain combat abilities which would be very thematic for a fighter to know about. 1. 3rd and 4th extra attacks aren't even features, they're scaling of the fighters 5th level feature and should already be baked into that feature 2. Same thing except worse because instead of getting a rehashed 5th level feature, you're getting a 1st level feature. Fighters are supposed to be the master of weapons in the D&D world. The reverse side of the coin where Wizards are the master of spells. The problem with the fighter is that its "mastery" just allows it to use the same bog standard attacks more times in a turn. Imagine if the wizard's only scaling to show its mastery was that it could cast fire bolt 4 times instead of once (without the baked in level scaling) [/QUOTE]
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I think Wizards balances classes using damage on a single target nova over 3 rounds.
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