Imaro
Legend
Again, most games to make it to the top, so we're mostly talking about 1 extra feat. And it's at 6th, where other classes are getting nice spells/abilities that help in combat, so, yeah, the fighter is likely burning his early extra feat to improve stats (STR, CON, DEX, WIS, all for combat purposes) or picking up a feat to improve combat output. If the fighter gets the opportunity to play into higher levels, sure, they can spread things out, but that's not exactly good design OR something most games are going to see.
I think most games go past 6th level... so at least one feat that can be used on non-combat.
Meanwhile other classes are picking up ribbon or primary abilities that enable out of combat pillar competence.
Yep, and the fighter gets a few as well...
The EK spell list is going to be almost all abjuration and invocation, with the opportunity for few non-blast/defense spells open to them.
Funny, my EK was able to grab Find Familiar pretty early on and it provided alot of exploration utility for the cost of a single spell.
The BK student of war really only helps deal with combat pillar, although it does encourage a bit of social before kicking the door in (metaphorically). That doesn't occur very often - that you get a social encounter with a foe you plan to fight immediately after.
Hmm... I think you're talking about "Know Your Enemy"... "Student of War" grants you proficiency with an Artisan's tool of your choice...
The Champ does get a bit of boost on athletics, but that's not a skill that other's don't get better boosts on (looking at you rogue) or can't trivialize with spell selections. So, yeah, a handful of ribbion abilities that mostly don't even match up to other classes.
Actually it's on any Strength, Dexterity or Constitution check and increases your maximum jump distance so it's basically a boost in the exploration pillar...
As for falling behind, yeah, he does. To the paladin that takes polearm master at 4th. To the barbarian that takes GWM at 4th. To the ranger that takes SS at 4th. If the fighter picks up Actor at 4th, he's behind the other fighty classes. That he now picks up one of those at 6th really doesn't help things, as the other classes have gained nice abilities to boost their combat effectiveness even more (spell slots, etc).
He could take a non-combat feat at 6th... He's alreadsy gotten his ribbon abilities around 3rd or 4th and at 6th he goes more non-combat.
The fighter stays on par if he follows along with other classes at low levels. The raw combat power of the fighter is really locked up behind 11th+ play, when extra attack becomes decisive.
I was under the impression that as long as you stick to the guidelines for an adventuring day the fighter's combat power will shine...
Which is the crux of the OP, really, and a good argument. Again, this might not bother you, but it's there. If the fighter is going to be so focuses on the combat pillar that they only get options to branch if the DM is using an optional rule (feats) and then only a little bit and late in the game, they should be clearly the best at martial fighting. They really aren't, again, until higher level. For a class focused so narrowly on a single pillar, they need to be at least half again as good at that pillar as any other class. Fighters are on par in the combat pillar - slightly behind at low levels and then slightly ahead at 11+ and finally really good at 17+. That's not remotely great. Might not be a problem for eveyone, but I can clearly see it being a problem for some.
Again I'll ask do you know where there migt be some math to back this claim up over an actual adventuring day as recommended by the rules? I just don't remember seeing this shown conclusively.