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*Dungeons & Dragons
The Legacy of the Fighter in 5 to 10 years
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<blockquote data-quote="Imaro" data-source="post: 6667596" data-attributes="member: 48965"><p>Wow, there's <strong>ALOT</strong> of assumptions (in favor of the Paladin of course) in this... 1st that the paladin readily identifies the strongest target to use it on (what is there a glowing arrow over his head??). That the paladin isn't attacked/delayed by others before he reaches said target (since that's just wasted rounds of CD). That he's in a fight with a low number of enemies, since it becomes way less useful in a battle with numerous enemies... and so on. Nice try tilting things in your favor but I think you're vastly overestimating the power of this feature by presenting it's ideal situation of usage... of course everything is more powerful under those circumstances.. There are no contrived situations for Action Surge to work optimally... it works against the same, or different foes... </p><p></p><p></p><p></p><p></p><p>Colossus Slayer only works if a creature is already damaged... so it's not necessarily every round (Again with skewed situations that favor the point you are trying to make)...</p><p></p><p></p><p></p><p></p><p>I disagree... at lower levels both Paladins and Ranger's spells are pretty limited... and they are daily resources while the Fighter's superiority dice and action Surge recharge on a short rest. going by the recommended 2 short rests a day that is 3 *(Action Surge) and 12d8 of superiority dice... up to 7th level then 15d8 after that... Now I do agree there's a point where the smite dice increase more than the maneuver dice, but then there's that extra feat and the fact that maneuvers have riders... smites don't.</p><p></p><p>The most telling gap in your "analysis" however is that there is no consideration of BM maneuvers that can up the fighter's damage significantly... like Riposte which allows him an extra attack outside of his turn, or Trip Attack which can give him advantage on his foe for all of his attacks after the trip (as well as those of his allies which is something the Paladin's CD doesn't do)... and so on. In other words your "analysis doesn't seemed nuanced enough, especially considering the adaptability of the BM in combat to really determine whose a better combatant.</p><p></p><p></p><p></p><p>Off turn attacks... advantage for everyone... causing damage to more than one creature with one attack... reducing damage to ones-self and so on... in other words...Maneuvers need to be accounted for as well and from observing play I honestly think they push the fighter past the paladin and ranger when it comes to pure combat effectiveness in a wider variety of situations.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6667596, member: 48965"] Wow, there's [B]ALOT[/B] of assumptions (in favor of the Paladin of course) in this... 1st that the paladin readily identifies the strongest target to use it on (what is there a glowing arrow over his head??). That the paladin isn't attacked/delayed by others before he reaches said target (since that's just wasted rounds of CD). That he's in a fight with a low number of enemies, since it becomes way less useful in a battle with numerous enemies... and so on. Nice try tilting things in your favor but I think you're vastly overestimating the power of this feature by presenting it's ideal situation of usage... of course everything is more powerful under those circumstances.. There are no contrived situations for Action Surge to work optimally... it works against the same, or different foes... Colossus Slayer only works if a creature is already damaged... so it's not necessarily every round (Again with skewed situations that favor the point you are trying to make)... I disagree... at lower levels both Paladins and Ranger's spells are pretty limited... and they are daily resources while the Fighter's superiority dice and action Surge recharge on a short rest. going by the recommended 2 short rests a day that is 3 *(Action Surge) and 12d8 of superiority dice... up to 7th level then 15d8 after that... Now I do agree there's a point where the smite dice increase more than the maneuver dice, but then there's that extra feat and the fact that maneuvers have riders... smites don't. The most telling gap in your "analysis" however is that there is no consideration of BM maneuvers that can up the fighter's damage significantly... like Riposte which allows him an extra attack outside of his turn, or Trip Attack which can give him advantage on his foe for all of his attacks after the trip (as well as those of his allies which is something the Paladin's CD doesn't do)... and so on. In other words your "analysis doesn't seemed nuanced enough, especially considering the adaptability of the BM in combat to really determine whose a better combatant. Off turn attacks... advantage for everyone... causing damage to more than one creature with one attack... reducing damage to ones-self and so on... in other words...Maneuvers need to be accounted for as well and from observing play I honestly think they push the fighter past the paladin and ranger when it comes to pure combat effectiveness in a wider variety of situations. [/QUOTE]
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