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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: 9203252" data-attributes="member: 7030563"><p>This is just flat not true if the simple class is a fighter.</p><p></p><p>I find people who say this tend to dump all their ability priorities into strength, Constitution and Dexterity and then on top of that pick a combat-oriented subclass and or feats and wonder why they suck at the non-combat pillar.</p><p></p><p>Play the "simple class" on point buy, play a Variant Human Rune Knight, put a 12 in Strength, 8 Intelligence, 10 Constitution, 16 in Dexterity, 15 in Charisma and 14 Wisdom. Take a background that gives you thieves tools and another tool. Take Skill Expert at 1st level, then telekenetic (alternative - inspiring leader), Prodigy, and Skilled. Take Cloud Rune, Fire Rune and Frost Rune</p><p></p><p>That Character will Dominate the social pillar, be good at the exploration pillar and good in combat.</p><p></p><p>For example, at level 8 here is how your skills can stack up:</p><p>Smith tools +9</p><p>Thieves tools +10</p><p>Other background tool: +5 to +10 (I like Cartographers tools for this one)</p><p>Prodigy tool: +5 to +10 (I like an instrument here so you don't need proficiency in performance to make a performance check, other good options are carpenters tools or land or sea vehicles)</p><p>Athletics: +4</p><p>Slight of Hand +7 and advantage</p><p>Stealth (expertise) +10</p><p>Animal Handling +6 and advantage</p><p>Insight +5</p><p>Perception +5</p><p>Survival +5</p><p>Deception (expertise)+10 and advantage</p><p>Intimidation +7 and advantage</p><p>Persuasion +7</p><p></p><p>With advantage on all those checks, this is pretty darn close to what a maxed Rogue or Bard can do and better than a Rogue in combat.</p><p></p><p>I know some tables don't allow feats, and if that is the case you should talk to ask your DM about using them so you can make the "simple class" viable in all 3 phases.</p><p></p><p>Edited to correct tool proficiency numbers</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9203252, member: 7030563"] This is just flat not true if the simple class is a fighter. I find people who say this tend to dump all their ability priorities into strength, Constitution and Dexterity and then on top of that pick a combat-oriented subclass and or feats and wonder why they suck at the non-combat pillar. Play the "simple class" on point buy, play a Variant Human Rune Knight, put a 12 in Strength, 8 Intelligence, 10 Constitution, 16 in Dexterity, 15 in Charisma and 14 Wisdom. Take a background that gives you thieves tools and another tool. Take Skill Expert at 1st level, then telekenetic (alternative - inspiring leader), Prodigy, and Skilled. Take Cloud Rune, Fire Rune and Frost Rune That Character will Dominate the social pillar, be good at the exploration pillar and good in combat. For example, at level 8 here is how your skills can stack up: Smith tools +9 Thieves tools +10 Other background tool: +5 to +10 (I like Cartographers tools for this one) Prodigy tool: +5 to +10 (I like an instrument here so you don't need proficiency in performance to make a performance check, other good options are carpenters tools or land or sea vehicles) Athletics: +4 Slight of Hand +7 and advantage Stealth (expertise) +10 Animal Handling +6 and advantage Insight +5 Perception +5 Survival +5 Deception (expertise)+10 and advantage Intimidation +7 and advantage Persuasion +7 With advantage on all those checks, this is pretty darn close to what a maxed Rogue or Bard can do and better than a Rogue in combat. I know some tables don't allow feats, and if that is the case you should talk to ask your DM about using them so you can make the "simple class" viable in all 3 phases. Edited to correct tool proficiency numbers [/QUOTE]
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The Fighter/Martial Problem (In Depth Ponderings)
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