Remember how some people said the fighter class is a 5 in combat a 1 in exploration and a 1 in social?
Now if the Fighter is just 10% the base to be 5 Combat. The Barbarian/Paladin/Ranger is a 4 and the Rogue is a 3.
Let's say you want to make a warlord that is a 3/1/3? A 3 is 4% drop.
So either don’t drop combat, or base it on a different class. 3/1/3 is within the scale of the classes in the PHB. It’s fine. It does not matter if it’s “better” (for some tables” than the PHB fighter.
What if you want to remake the 3e Duskblade, 4e Warden, or a full class Rune Knight or something new like a Marksman class....
In order, paladin, paladin, Barbarian or Monk, perfectly doable with the fighter chassis as is.
2% Damage and +3 damage from subclass to work with.
That’s a reductive way to look at it, that doesn’t reflect how subclasses and classes are designed in 5e. Combat balance is based on spells, using the DMG spell damage by level chart, more or less.
You are almost guaranteed to power creep the fighter and it's 3 core subclasses with a new warrior class or make something as bad as the 2014 Beastmaster or Element Monk.trying to avoid this.
If the fighter is underpowered out of combat, this is irrelevant. You don’t design toward underpowered examples, you just within the PHB power scale of all classes. Why on earth would you give a damn if it’s better than a class you consider underpowered?
That's the crab bucket. There's no design space between the fighter and any other class until level 11 when it gets a third attack.
No, that’s your hang up.
Like, did you notice that they didn’t take anything away from the fighter, while giving it more second wind and more to use it on, as well as other new features?
Like taking the archer/sharpshooter class idea. I would
never base it on the 2014 fighter unless I was going to just literally make it a variant fighter to leverage those class features. I do think a variant fighter wouldn't need much adjustment, though, especially from the 2024 fighter if it's pretty close to playtest 7.
IF I want an archer from the ground up, I'm looking at the Monk, Rogue, and Ranger, for inspiration, and probably using the Monk as the chassis.
I always combine ki and the martial arts die when I use the monk as a chassis for a new class, so the Archer would have Focus Dice, and would have a dynamic of at-will features that can be pushed harder using focus dice.
Perfect Aim: add an amount equal to their focus die plus their wisdom to the damage of a ranged weapon attack as a bonus action, at-will. Spend a focus die to increase that damage, either an additional die or some other boost.
Nimble Shooter: use some of their movement any time they use a reaction, spend a die to gain extra movement of some kind
etc add in the ability to shoot projectiles out of the air, spend a bonus action and a die to gain advantage on ranged weapon attacks within normal range and ignore long range, whatever else, regain a focus die when you crit maybe x/long rest
evasion and uncanny dodge, bard level expertise or at least more skills than the monk gets.