Protection fighting style after tier 1

Mort

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My group is currently 4th level (started at lvl 1).

The BM fighter has so far made very good use of the protection fighting style.

In the last session or 2 I've started throwing more monsters with multi-attack at the group. And noticed that, of course, the protection style feature (use reaction to grant disadvantage vs. one attack)is nowhere near as effective at staving off damage.

That said, the damage it does block tends to be higher as the monsters tend to hit a lot harder now too.

I'm curious about other's experience with the protection style in tier 2+, as a player or as a DM (as long as it's generally actual play experience). Does it drop off too steeply? Does it stay effective? Are there any suggested tweaks that you've seen work?

Thoughts?
 

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In general, I find that people forget about protection regardless of tier. But, at higher levels, I’ve seen it stave off blows that would’ve taken a PC out. And, when paired with a single foe and a barbarian using reckless attack, that can make for some good synergy. When the player remembers to use it, that is.
 

I never saw a problem with it up to level 9. We were all happy to hover near the party paladin (when fireballs and breath weapons weren't threatening).

And I never saw anything that looked like a drop off in wanting his Protection. I mean, facing one monster with multiattack is no different in this regard than facing 2 monsters, and we regularly faced groups of monsters at lower levels.
 

I never saw a problem with it up to level 9. We were all happy to hover near the party paladin (when fireballs and breath weapons weren't threatening).

I'd think, 6th level forward, the best time to hover near the Paladin is when fireballs and breath weapons are threatening! ;)

And I never saw anything that looked like a drop off in wanting his Protection. I mean, facing one monster with multiattack is no different in this regard than facing 2 monsters, and we regularly faced groups of monsters at lower levels.

That's a good point, the protection style worked pretty well for the group when they were facing groups of goblins, hobgoblins etc.
 


I have no real experience with it, as none of my players have taken that style. One thing you might consider if you find that multiattack is rendering the style obsolete is to combine it with the Mark option from the Combat Options section of Chapter 9 of the DMG. You could let the Fighter impose disadvantage on the attack of a marked target without expending his reaction, so that he could essentially impair any attack from anyone he hit on his previous turn unless the attack was against him (or more than 5 feet away.) It will make him a much better party tank, but he's going to be soaking up a lot of damage.
 

I have a fighter in tier 2 that uses it and although it's not stopping multiple attacks, even stopping one big attack like from an assassin is huge. I try to use it on squishy allies or if they are not in danger then I use it to help my melee buddy. I also use Shield Master to help him get advantage and I inform the group to use dexterity save spells/attacks since the prone enemy has disadvantage against them. It varies from party to party considering the team makeup but it is still always of use and just another option in the toolbox.
 

None of the fighting styles scale and as such they are better at level 1 one than they will ever be again. +1AC means more at level 1 with attacks of +5 then it does at higher levels when to hit reduces chance of missing at higher levels drastically scaling up to +11. For example a level 1 fighter with medium armor proficiency, defensive fighting style, scale mail, and a shield can have AC20 at level 1 but would only upgrade to a breast plate with 21 AC by level 20 (sure you can get magic AC bonuses but you can also get +3 to hit with your weapon and your not likely to get +3 armor and shield due to the rarity of items. Even if you do, you have to over come the natural +6 deficit). Protection is the same as the AC problem, it fails to escalate because it doesn't cover multiple attacks like the shield spell does so as you fight larger numbers of enemies and they gain multiple attacks while averaging a +5 to your defense against the +6 AC deficit created as you level. Its also less useful on lower AC allies you want to protect. Additional damage does a smaller percent of health.

The Archery fighting style is by far the strongest and longest lasting as the +2 to hit is tied to your proficiency bonus and skill improvements for "to hit" which just means its not negated by escalation but tied to yours. It does not however scale on its own so while useful, its useful because of other advances not on its own right.
 
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