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General Tabletop Discussion
*Dungeons & Dragons
The Fighter/Martial Problem (In Depth Ponderings)
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<blockquote data-quote="ECMO3" data-source="post: 9191311" data-attributes="member: 7030563"><p>The average 5E adventure has magic items early. The original LMOF offered a magic staff at level 1 or 2. From memory I think Tyranny of Dragons offered a dragontooth dagger and a really awesome sword by level 6 or so. Descent into Avernus offered a Mace that did an extra 1d6 at level 2 or 3, a very rare shield at level 5 and a legendary sword late in game.</p><p></p><p>I don't think it is that uncommon at all. Some of those magic items are flat overpowered at the levels you get them.</p><p></p><p>Now what is uncommon is getting magic items that play into the narrow fighter builds a lot of "optimizers" tend to build to. A GWM-PAM build for example, but that is a choice someone makes when they choose those feats.</p><p></p><p></p><p></p><p>Flanking sucks as a rule IMO and in my experience about 1 in 4 tables use it. However it undoubtedly makes melee characters do more damage and it is available to those that want it.</p><p></p><p>Just like I have never actually played as a player on a table that used the optional marking rule (I have used it as a DM), but that rule is there.</p><p></p><p>If want martials to be more powerful I think the starting point should be rules like these that already exist and make them more powerful. If you are not willing to use these rules that make martials more powerful then why is it imperative to make them more powerful in the class mechanics?</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9191311, member: 7030563"] The average 5E adventure has magic items early. The original LMOF offered a magic staff at level 1 or 2. From memory I think Tyranny of Dragons offered a dragontooth dagger and a really awesome sword by level 6 or so. Descent into Avernus offered a Mace that did an extra 1d6 at level 2 or 3, a very rare shield at level 5 and a legendary sword late in game. I don't think it is that uncommon at all. Some of those magic items are flat overpowered at the levels you get them. Now what is uncommon is getting magic items that play into the narrow fighter builds a lot of "optimizers" tend to build to. A GWM-PAM build for example, but that is a choice someone makes when they choose those feats. Flanking sucks as a rule IMO and in my experience about 1 in 4 tables use it. However it undoubtedly makes melee characters do more damage and it is available to those that want it. Just like I have never actually played as a player on a table that used the optional marking rule (I have used it as a DM), but that rule is there. If want martials to be more powerful I think the starting point should be rules like these that already exist and make them more powerful. If you are not willing to use these rules that make martials more powerful then why is it imperative to make them more powerful in the class mechanics? [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
The Fighter/Martial Problem (In Depth Ponderings)
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