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So what's exactly wrong with the fighter?
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<blockquote data-quote="brehobit" data-source="post: 6662060" data-attributes="member: 12032"><p>I'm playing a game where 1 fight per day is about the norm. It makes sense in the context of the game (we are pirates and so multiple fights per day is weird), but I think we've had a short rest 2 maybe 3 times after 15+ encounters. I'm playing a dex-based fighter with two-weapon combat as his thing (dual rapiers). Thankfully we don't have any full standard casters (barbarian, ranger, fighter, warlock) so the balance isn't too far off but the barbarian always rages and the ranger always has a mark up and doesn't hesitate to put it up again if it gets dropped. </p><p></p><p>At 5th level I find my action surge is pretty potent and keeps up in effectiveness with all but the warlock (hard to beat a fireball at 5th level). </p><p></p><p>That said, the thing I feel is missing is out-of-combat usefulness. The free prof. with a set of tools at 3rd level was cool but not hugely useful as we don't seem to _need_ a carpenter as much as a ship would in the real world. I think more skill prof. would be nice, but I'd really like to see something else fun. Problem is, I'm not sure what else would make sense for a fighter to _have_. Maybe an extra non-combat option that is divorced from the sub-class. Say 3 options: one focused on Int, one on Wis, and one on Chr. The Int one might throw around some int-based skill prof. at higher levels and maybe the ability to use a very limited set of rituals. The Wis one might provide bonuses to insight and perception with respect to combat issues and perhaps some access to a cleric ritual or two. The Chr one might provide Chr-skill prof and some type of leadership/presence bonus that helps calm/rally weaker NPCs (townspeople) and intimidate large groups of weak enemies?).</p><p></p><p>But yeah, the no-short-rest thing hurts.</p></blockquote><p></p>
[QUOTE="brehobit, post: 6662060, member: 12032"] I'm playing a game where 1 fight per day is about the norm. It makes sense in the context of the game (we are pirates and so multiple fights per day is weird), but I think we've had a short rest 2 maybe 3 times after 15+ encounters. I'm playing a dex-based fighter with two-weapon combat as his thing (dual rapiers). Thankfully we don't have any full standard casters (barbarian, ranger, fighter, warlock) so the balance isn't too far off but the barbarian always rages and the ranger always has a mark up and doesn't hesitate to put it up again if it gets dropped. At 5th level I find my action surge is pretty potent and keeps up in effectiveness with all but the warlock (hard to beat a fireball at 5th level). That said, the thing I feel is missing is out-of-combat usefulness. The free prof. with a set of tools at 3rd level was cool but not hugely useful as we don't seem to _need_ a carpenter as much as a ship would in the real world. I think more skill prof. would be nice, but I'd really like to see something else fun. Problem is, I'm not sure what else would make sense for a fighter to _have_. Maybe an extra non-combat option that is divorced from the sub-class. Say 3 options: one focused on Int, one on Wis, and one on Chr. The Int one might throw around some int-based skill prof. at higher levels and maybe the ability to use a very limited set of rituals. The Wis one might provide bonuses to insight and perception with respect to combat issues and perhaps some access to a cleric ritual or two. The Chr one might provide Chr-skill prof and some type of leadership/presence bonus that helps calm/rally weaker NPCs (townspeople) and intimidate large groups of weak enemies?). But yeah, the no-short-rest thing hurts. [/QUOTE]
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