Exactly! You can't control item drops or enemies but if your build is flexible you can easier adapt to them.Campaign level flexibilty is rarely spoken of because players can't control item drops nor enemies.
Exactly! You can't control item drops or enemies but if your build is flexible you can easier adapt to them.Campaign level flexibilty is rarely spoken of because players can't control item drops nor enemies.
That's not really flexible at all.No since Tasha's they can change their fighting style and choose a different fighting style every timethey get an ASI, which means they can change to a different fighting style 8 times over 18 levels and have many more fighting styles to choose from.
This is what makes them more flexible as martials with weapons.
This is why I advocate that the Warlord was really the original Fighter all along and that a modern Fighter should actually be a Warlord that could be built into a simple brute (if we can't have a proper Warlord). That would give it something interesting to do. Fighters are Leaders of Men, people who rise from the ranks of the common people and have the presence and skill to lead armies to victory. In the case of the D&D Fighter, they would simply put those skills to use in a small special force composed of his party members.The fighter got a small army at level 9 when he established a stronghold and it was expected that he'd use that as the core of a larger army. Other classes got followers, but usually less. The wizard for example might get a handful of apprentices at name level and not all editions gave them to the wizard. If the wizard wanted an army, he'd raise the whole thing with cash, he didn't get a core body of loyal followers like the fighter. When this aspect of the game fell out of play, it indirectly nerfed the fighter.
That's... I'm sorry but I can't describe this idea without being rude.Yeah, you find a staff of striking, so at your next ASI you switch from archery to great weapon fighting.
Or you know will be fighting a flying opponent so at your next ASI you switch from Archery to superior technique and take trip attack so you can knock him out of the air on a hit.
Ranger or Paladin could not do either of these things.
No nonspellcasting class is that flexible over a campaign as you don't get that many chances to swap.Exactly! You can't control item drops or enemies but if your build is flexible you can easier adapt to them.
I am nto sure what you mean by this. Fighting styles can be swapped every time you get an ASI, but you still get the ASI. It is not either-or.Fighting styles are such minor buffs compared to Ability scores that you can't swap.
Basically te Ranger is the most campaign flexible warrior as it can go DEX and have bows/crossbows, rapier and Shield, and dual wield swords/axes backed up with hunter's mark, hail of thorns, fire arrow, elemental weapon*, ashardon's stride, searing smite, zephr smite, swift quiver, etc etc.
I am nto sure what you mean by this. Fighting styles can be swapped every time you get an ASI, but you still get the ASI. It is not either-or.
So does a fighter.The ranger needs a feat to dual wield any D8 weapons and he needs strength to dual wield axes, which gets me to the biggest issue and that is being MAD.
The ranger only needs the additional WIS. A ranger can work fine with INT and CHA dumped.A fighter can have a good (16+) strength and a good (16+) dexterity, while also having a 14 constitution and two more 10s. A Ranger is hard pressed to do that.
TWF is a trap and again you only get one fighting style.If you actually do the math, if you are boosting damage with bonus action spells; TWF fighting style will generally provide less damage for a Ranger than dueling fighting style and a Rapier. Even if you don't want to use a shield in order to have a hand free for spells, a single Rapier is going to average more damage than dual wielding short swords if you will be using bonus actions for spell damage. If you are not using spells to boost damage that is a different story.There is no pure martial ranger in 5eecccc
Certainly spells bring a lot of flexibility to the table, I am not arguing that, but as a pure martial Rangers are not as capable as fighters.
A couple points. If he dumps intelligence all the way to 8 he can't use any scrolls or wands, maybe not a huge debuff but one I would not want to make. Also if he is going to be scouting ahead with an 8 or 9 intelligence he will likely be taking a lot of trap damage. Neither of those are game breakers because he does not have to be the party scout and he can give up scrolls and both of those limits are true for fighter as well .... but on the other hand it is a lot easier to build for a 10 and not dump intelligence with a fighter.The ranger only needs the additional WIS. A ranger can work fine with INT and CHA dumped.
A fighter who dumps Wisdom is really missing a huge advantage of the Fighter.
- Which is that you can easily afford Resilient Wisdom and have a good save which means that you don't get taken out of fights by spell effects or dragonfear and the like.
The Ranger can't really do this so easily because they have less ASIs, the Paladin has it, but doesn't have a good Con save, and can't easily afford one (and they have to choose between Con and Wis as tertiary), the Barbarian can't easily afford a good Wisdom because they need a better Con or a good Dex as well.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.