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The Fighter Problem
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<blockquote data-quote="Warmaster Horus" data-source="post: 7100087" data-attributes="member: 6785438"><p>Fighting Style: Yep, this is correct.</p><p></p><p>Second Wind: Same here. It gets a little nicer at higher levels but the amounts of damage you tend to take at that level makes it no more than a band aid in most cases. Still nice to have over nothing.</p><p></p><p>Action Surge: Refreshing on a short rest is pretty nice and the fact that you get double your attacks (which do scale better) is awesome. The 20th level fighter surging for 2 x 8-attack rounds is scary.</p><p></p><p>Feats: Everyone else has <u>more limited</u> access. My 12th level fighter has 20 Str, Great Weapon Master and Polearm Master. He does more consistent damage than my Paladin/Sorc did at that level.</p><p> </p><p>Indomitable: I agree, would be better if it was like a Legendary Resistance - especially since it only regens on a Long Rest.</p><p></p><p>Extra Attack: Since not as many games go to 11th level plus, that's something. But don't knock it until you've tried it. Having 4 Great Weapon Master attacks a turn (using Polearm Master bonus action attack) is nothing short of awesome.</p><p></p><p>Levels 7-10 sort of suck as a fighter. You get indomitable, an ASI, Indomitable and some blase subclass stuff. That's too bad because that's the meatiest part of D&D where lots of games get into but only a few get past. But from 11th-20th level, Fighters hit their comparative stride when it comes to being effective combatants. Four more ASIs, 2 more attacks, another 2 Indomitables and a second Action Surge - on top of some okay subclass abilities. So fighters have sort of a sophomore slump - they come out gang-busters with some really nice foundational abilities but then sort of slide along for the second quarter before picking up again.</p></blockquote><p></p>
[QUOTE="Warmaster Horus, post: 7100087, member: 6785438"] Fighting Style: Yep, this is correct. Second Wind: Same here. It gets a little nicer at higher levels but the amounts of damage you tend to take at that level makes it no more than a band aid in most cases. Still nice to have over nothing. Action Surge: Refreshing on a short rest is pretty nice and the fact that you get double your attacks (which do scale better) is awesome. The 20th level fighter surging for 2 x 8-attack rounds is scary. Feats: Everyone else has [U]more limited[/U] access. My 12th level fighter has 20 Str, Great Weapon Master and Polearm Master. He does more consistent damage than my Paladin/Sorc did at that level. Indomitable: I agree, would be better if it was like a Legendary Resistance - especially since it only regens on a Long Rest. Extra Attack: Since not as many games go to 11th level plus, that's something. But don't knock it until you've tried it. Having 4 Great Weapon Master attacks a turn (using Polearm Master bonus action attack) is nothing short of awesome. Levels 7-10 sort of suck as a fighter. You get indomitable, an ASI, Indomitable and some blase subclass stuff. That's too bad because that's the meatiest part of D&D where lots of games get into but only a few get past. But from 11th-20th level, Fighters hit their comparative stride when it comes to being effective combatants. Four more ASIs, 2 more attacks, another 2 Indomitables and a second Action Surge - on top of some okay subclass abilities. So fighters have sort of a sophomore slump - they come out gang-busters with some really nice foundational abilities but then sort of slide along for the second quarter before picking up again. [/QUOTE]
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