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Martials should just get free feats
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<blockquote data-quote="ECMO3" data-source="post: 8972664" data-attributes="member: 7030563"><p>To be clear they get ASIs which can be used for feats or not used for feats. FWIW I would be ok with deleting the 6th level fighter ASI and I would still play fighters if they did that.</p><p></p><p>I am strongly against the concept of handing out more feats to fighters specifically.</p><p></p><p></p><p></p><p></p><p>This is simply not true. I have played literally dozens of fighters and no counting those with rolled abilities, the only one who had higher than a 12 Constitution is the current Rune Knight I am currently playing that has a 16 (the other Fighter I am currently playing has a 12 Con). The only reason the RK has a 16 is because his cloud runes key their save off it. I would rather they key off of Intelligence, Wisdom or Charisma and if they did I would be able to run higher than the 8-13-8 I have in those scores.</p><p></p><p>Also I have played 8 strength fighters.</p><p></p><p></p><p></p><p>If they want as many hit points as a fighter they do, but a Bladesinger who exclusively casts defensive spells can get away with a 10 constitution but better start with a 16 Dexterity. The reason for this is twofold-False life can give you a lot of temp hit points when upcast and Song of defense gives you a ton of spell slots to convert to hps. If they do this they can be one of the best tanks in the game. That character isn't using spells like Shadowblade or Fear or wall of force though. They are using False Life, Blur, PEG, Fizban's Shield etc.</p><p></p><p>To do that though you need to max both intelligence and dexterity and cast exclusively defensive spells and that leaves room only for one half feat at level 4 (starting with a 17) to stay on the Dex-Intelligence ladder. On point buy you can't max both Dex and Intelligence until level 16 on a Bladesinger.</p><p></p><p>Of course that depends entirely on what you want to play and that is the beauty of the Wizard class. You can also play a bladesinger as a God Wizard and the most oft-brand use I have seen is a custom lineage Bladesinger/Fighter/Warlock in heavy armor with a 13 Intelligence, 8 dexterity, 18 Charisma using crossbow expert with bladesinger extra attack and Agonizing blast. At 11th level (2 Fighter/6 Wizard/4 Warlock) that character is making a sharpshooter crossbow attack, 3 Eldritch blasts and then another hand crossbow sharpshooter attack as a bonus action. </p><p></p><p>This is what a Wizard is supposed to be able to do IMO.</p><p></p><p></p><p></p><p>He certainly can. It depends on what you want to do. You can do that while still having a maximum strength and good hps.</p><p></p><p></p><p></p><p>No that was talking about a fighter using the 3 feat houserule.</p><p></p><p></p><p></p><p></p><p>It depends on what spells you have, how you sue them and what your character concept is. There are not a lot of great 7th level melee spells. When I play a bladesinger most of the time I am using my 7th level slot on False Life or Song of Defense.</p><p></p><p></p><p></p><p></p><p>When my 10th Level Bladesinger tanked Orcus and Fraz Urb-Luu (at different times) at the end of the Out of The Abyss campaign. The spells she used were:</p><p></p><p>False Life (upcast at 5th level before the fight), Protection from Evil and Good, Silvery Barbs, Shield, Counterspell, Booming Blade and Green Flame Blade. The last two were cast using the attack action, not the cast a spell action.</p><p></p><p>My Arcane Archer ended Rise of the Drow campaign only used pushing attack (which she had through fighting style) while fighting the matron mother who was the main boss. She did not use any other limited use abilities because she had used them all earlier.</p><p></p><p></p><p></p><p>Sure those things will give them even more martial power. </p><p></p><p>These things already make them the most powerful melee character, that is the point. They do not need to be any better at this.</p><p></p><p></p><p></p><p>People should play a class with the mechanics that enable the concept they want in an effective fashion.</p><p></p><p>So if I want to play a full caster who is awesome in melee I need to be able to do that and if you make it so the fighter overshadows everyone else in melee then I can't.</p><p></p><p>A fighter is already very effective at melee, there is no argument they need to be better at that. If you want to make them more "balanced" make them better at casting spells, because that is where their shortfall is.</p><p></p><p></p><p></p><p>Typically PCs are not playing against other PCs. I think it is fine to give as many feats or abilities as you want to an NPC.</p><p></p><p>If Lebron is on my team I would not say each of my baskets needs to count as 20 points just so I can keep up with him. I would be happy that he scored 45 baskets and I scored 2 as long as we win the game.</p><p></p><p>Moreover if there was some driving reason I needed to make sure I performed equal to Lebron then I would make sure we were playing a different game and not Basketball.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8972664, member: 7030563"] To be clear they get ASIs which can be used for feats or not used for feats. FWIW I would be ok with deleting the 6th level fighter ASI and I would still play fighters if they did that. I am strongly against the concept of handing out more feats to fighters specifically. This is simply not true. I have played literally dozens of fighters and no counting those with rolled abilities, the only one who had higher than a 12 Constitution is the current Rune Knight I am currently playing that has a 16 (the other Fighter I am currently playing has a 12 Con). The only reason the RK has a 16 is because his cloud runes key their save off it. I would rather they key off of Intelligence, Wisdom or Charisma and if they did I would be able to run higher than the 8-13-8 I have in those scores. Also I have played 8 strength fighters. If they want as many hit points as a fighter they do, but a Bladesinger who exclusively casts defensive spells can get away with a 10 constitution but better start with a 16 Dexterity. The reason for this is twofold-False life can give you a lot of temp hit points when upcast and Song of defense gives you a ton of spell slots to convert to hps. If they do this they can be one of the best tanks in the game. That character isn't using spells like Shadowblade or Fear or wall of force though. They are using False Life, Blur, PEG, Fizban's Shield etc. To do that though you need to max both intelligence and dexterity and cast exclusively defensive spells and that leaves room only for one half feat at level 4 (starting with a 17) to stay on the Dex-Intelligence ladder. On point buy you can't max both Dex and Intelligence until level 16 on a Bladesinger. Of course that depends entirely on what you want to play and that is the beauty of the Wizard class. You can also play a bladesinger as a God Wizard and the most oft-brand use I have seen is a custom lineage Bladesinger/Fighter/Warlock in heavy armor with a 13 Intelligence, 8 dexterity, 18 Charisma using crossbow expert with bladesinger extra attack and Agonizing blast. At 11th level (2 Fighter/6 Wizard/4 Warlock) that character is making a sharpshooter crossbow attack, 3 Eldritch blasts and then another hand crossbow sharpshooter attack as a bonus action. This is what a Wizard is supposed to be able to do IMO. He certainly can. It depends on what you want to do. You can do that while still having a maximum strength and good hps. No that was talking about a fighter using the 3 feat houserule. It depends on what spells you have, how you sue them and what your character concept is. There are not a lot of great 7th level melee spells. When I play a bladesinger most of the time I am using my 7th level slot on False Life or Song of Defense. When my 10th Level Bladesinger tanked Orcus and Fraz Urb-Luu (at different times) at the end of the Out of The Abyss campaign. The spells she used were: False Life (upcast at 5th level before the fight), Protection from Evil and Good, Silvery Barbs, Shield, Counterspell, Booming Blade and Green Flame Blade. The last two were cast using the attack action, not the cast a spell action. My Arcane Archer ended Rise of the Drow campaign only used pushing attack (which she had through fighting style) while fighting the matron mother who was the main boss. She did not use any other limited use abilities because she had used them all earlier. Sure those things will give them even more martial power. These things already make them the most powerful melee character, that is the point. They do not need to be any better at this. People should play a class with the mechanics that enable the concept they want in an effective fashion. So if I want to play a full caster who is awesome in melee I need to be able to do that and if you make it so the fighter overshadows everyone else in melee then I can't. A fighter is already very effective at melee, there is no argument they need to be better at that. If you want to make them more "balanced" make them better at casting spells, because that is where their shortfall is. Typically PCs are not playing against other PCs. I think it is fine to give as many feats or abilities as you want to an NPC. If Lebron is on my team I would not say each of my baskets needs to count as 20 points just so I can keep up with him. I would be happy that he scored 45 baskets and I scored 2 as long as we win the game. Moreover if there was some driving reason I needed to make sure I performed equal to Lebron then I would make sure we were playing a different game and not Basketball. [/QUOTE]
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