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The Fighter Extra Feat Fallacy
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<blockquote data-quote="smbakeresq" data-source="post: 7242563" data-attributes="member: 28301"><p>Well I see the problem with the 5e fighter as this:</p><p></p><p>1. In 4E fighters had good abilities with cool names that were separate from other classes - a "hook" as it were. 4e fighter abilities had some of the best names of all the abilities.</p><p>2. In 3-3.5 Fighters had feats only fighters would take and those feats came early, so you got something going right out of the gate that defined your fighter as different from other classes.</p><p>3. If you used the Tomb and had access to Warblade and other stuff then you had the best the fighter has ever been in D&D.</p><p></p><p></p><p>in 5e the fighter plays just ok, but doesn't have that hook that makes it different. The things that make you different from other classes come to late. The extra attacks that all fighters get comes too late, by the time 11th level rolls around for that extra attack you get the Paladin has been attacking the same as you plus smiting for 11 levels and healing himself and been immune to diseases and other things, the Barbarian has been attacking with advantage while taking half damage from most things while in rage and moving faster and getting advantage on initiative, etc. Rangers get to hunters mark people and some good fighting style options.</p><p></p><p>Once per rest you get attack twice more, if you build a BM and riposte every chance you can get 5 extra attacks in between your regular attack sequence, that's 7 additional attacks by level 7. The Monk has been speeding around slapping people 3-4 times a round many times between rests while being immune to most things, at level 7 with Flurry he will get 14 additional attacks outside of his regular attack sequence. </p><p></p><p>The fighter has a collection of abilities that are about half way as good as other martial classes that are more specialized, I think the design idea as a "generalist chassis" was a decent idea but those abilities need to go further.</p><p></p><p>Things I would do? Simple things that I think might give it more of a hook:</p><p></p><p>1. Heavy Armor only goes to fighter and Paladin. </p><p>2. I did like the marking ability, if you use it fighters only get it.</p><p>3. Fighting styles probably should be exclusive to fighters only or fighters should get to choose more of them. </p><p>4. The Champion subclass should get to pick the additional fighting styles starting at level 4 and then get another one every 4 levels so you have 5 by level 20. A true expert in fighting.</p><p>5. Fighters should be proficient with all weapons, including improvised ones. </p><p>6. Athletics should be a free skill for the class. </p><p>7. Remarkable athlete should apply to things you are proficient in also. That Champion should get extra bonus on those Str checks to shove people, he is a remarkable athlete.</p><p></p><p></p><p>these are just a few ideas.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7242563, member: 28301"] Well I see the problem with the 5e fighter as this: 1. In 4E fighters had good abilities with cool names that were separate from other classes - a "hook" as it were. 4e fighter abilities had some of the best names of all the abilities. 2. In 3-3.5 Fighters had feats only fighters would take and those feats came early, so you got something going right out of the gate that defined your fighter as different from other classes. 3. If you used the Tomb and had access to Warblade and other stuff then you had the best the fighter has ever been in D&D. in 5e the fighter plays just ok, but doesn't have that hook that makes it different. The things that make you different from other classes come to late. The extra attacks that all fighters get comes too late, by the time 11th level rolls around for that extra attack you get the Paladin has been attacking the same as you plus smiting for 11 levels and healing himself and been immune to diseases and other things, the Barbarian has been attacking with advantage while taking half damage from most things while in rage and moving faster and getting advantage on initiative, etc. Rangers get to hunters mark people and some good fighting style options. Once per rest you get attack twice more, if you build a BM and riposte every chance you can get 5 extra attacks in between your regular attack sequence, that's 7 additional attacks by level 7. The Monk has been speeding around slapping people 3-4 times a round many times between rests while being immune to most things, at level 7 with Flurry he will get 14 additional attacks outside of his regular attack sequence. The fighter has a collection of abilities that are about half way as good as other martial classes that are more specialized, I think the design idea as a "generalist chassis" was a decent idea but those abilities need to go further. Things I would do? Simple things that I think might give it more of a hook: 1. Heavy Armor only goes to fighter and Paladin. 2. I did like the marking ability, if you use it fighters only get it. 3. Fighting styles probably should be exclusive to fighters only or fighters should get to choose more of them. 4. The Champion subclass should get to pick the additional fighting styles starting at level 4 and then get another one every 4 levels so you have 5 by level 20. A true expert in fighting. 5. Fighters should be proficient with all weapons, including improvised ones. 6. Athletics should be a free skill for the class. 7. Remarkable athlete should apply to things you are proficient in also. That Champion should get extra bonus on those Str checks to shove people, he is a remarkable athlete. these are just a few ideas. [/QUOTE]
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