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So what's exactly wrong with the fighter?
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<blockquote data-quote="Ashkelon" data-source="post: 6655141" data-attributes="member: 6774887"><p>So the fighter is great at what it does, and that is fighting. It deals great damage and has a lot of resilience. But, that is all it has. </p><p></p><p>The class is the worst class in the game when it comes to the exploration or interaction pillars. That is fine for those who don't really care about those pillars. And being the worst in those pillars does not mean they can't contribute to exploration or interaction encounters. It simply means that the fighter won't bring anything meaningful or unique that could not be brought equally well if not better by some other class </p><p></p><p>I do have a few issues with the fighter in combat though. First off, is even the battlemaster is repetitive. The number of maneuvers it can use between rests is rather low and there are a few maneuvers that are clearly superior to others and are then spammed. Compare to a spellcaster who has a variety of interesting at-will options they can choose from every turn. </p><p></p><p>The fighter maneuvers also tend to take a long time to resolve. Having played as a level 15 battlemaster, I hated how long my turn took. Roll an attack, see if it hits, if it misses roll a superiority die for precise strike to turn the miss into a hit. Once a hit is achieved, the enemy must roll a save vs my menacing strike maneuver and I roll an additional d10 damage. If the enemy is frightened by menacing strike, I move to another target to repeat the whole process again. Oh, and if the enemy takes an OA against me as I move between targets, and they miss because of disadvantage from menacing strike, I can use my reaction to riposte them. Oh, and I reroll all 1s and 2s for damage, including superiority dice, due to Great Weapon Style. It was a bloody pain to resolve my turn some times.</p><p></p><p>Another problem I have with the fighter is the lack of mobility. By mid to high levels, many enemies fly, teleport, or have speeds of 50+. I found myself spending more and more time wasting turns dashing so I could close with an enemy, or being unable to meaningfully attack enemies at range. It made combat rather dull when fighting enemies who could simply outmaneuver me at every turn. </p><p></p><p>Lastly, the fighter is not really special from levels 1-10. From 11+ he does better damage than most other warriors, but from 1-10 he actually does less. He has the same number of attacks as the barbarian, paladin, warlock, and ranger, but lacks their damage increasing capabilities (reckless attack, rage, divine smite, hunter's mark, hex, etc). Sure, they get an extra feat at level 6, but even that isn't really enough to make up the difference, especially because those classes get some pretty great features in those first 10 levels.</p></blockquote><p></p>
[QUOTE="Ashkelon, post: 6655141, member: 6774887"] So the fighter is great at what it does, and that is fighting. It deals great damage and has a lot of resilience. But, that is all it has. The class is the worst class in the game when it comes to the exploration or interaction pillars. That is fine for those who don't really care about those pillars. And being the worst in those pillars does not mean they can't contribute to exploration or interaction encounters. It simply means that the fighter won't bring anything meaningful or unique that could not be brought equally well if not better by some other class I do have a few issues with the fighter in combat though. First off, is even the battlemaster is repetitive. The number of maneuvers it can use between rests is rather low and there are a few maneuvers that are clearly superior to others and are then spammed. Compare to a spellcaster who has a variety of interesting at-will options they can choose from every turn. The fighter maneuvers also tend to take a long time to resolve. Having played as a level 15 battlemaster, I hated how long my turn took. Roll an attack, see if it hits, if it misses roll a superiority die for precise strike to turn the miss into a hit. Once a hit is achieved, the enemy must roll a save vs my menacing strike maneuver and I roll an additional d10 damage. If the enemy is frightened by menacing strike, I move to another target to repeat the whole process again. Oh, and if the enemy takes an OA against me as I move between targets, and they miss because of disadvantage from menacing strike, I can use my reaction to riposte them. Oh, and I reroll all 1s and 2s for damage, including superiority dice, due to Great Weapon Style. It was a bloody pain to resolve my turn some times. Another problem I have with the fighter is the lack of mobility. By mid to high levels, many enemies fly, teleport, or have speeds of 50+. I found myself spending more and more time wasting turns dashing so I could close with an enemy, or being unable to meaningfully attack enemies at range. It made combat rather dull when fighting enemies who could simply outmaneuver me at every turn. Lastly, the fighter is not really special from levels 1-10. From 11+ he does better damage than most other warriors, but from 1-10 he actually does less. He has the same number of attacks as the barbarian, paladin, warlock, and ranger, but lacks their damage increasing capabilities (reckless attack, rage, divine smite, hunter's mark, hex, etc). Sure, they get an extra feat at level 6, but even that isn't really enough to make up the difference, especially because those classes get some pretty great features in those first 10 levels. [/QUOTE]
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