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*Dungeons & Dragons
The Legacy of the Fighter in 5 to 10 years
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<blockquote data-quote="Ashkelon" data-source="post: 6667791" data-attributes="member: 6774887"><p>The problem is the fighter isn't better than single target damage than everyone else. And he definitely isn't better at "combat". But he is dead last when it comes to usefulness outside of combat. That is fine, I guess. But the rogue can be just as good at single target damage, while also providing tons of non combat utility so clearly being good at combat doesn't have to come at the expense of non combat capability. </p><p></p><p></p><p></p><p>With a name like fighter, they probably should shine brightest in battle. But that doesn't mean they shouldn't also be moderately capable outside of combat. I'm not saying they should be great everything. I'm not saying they should even be great at many things. But they are literally the worst class outside of combat. And not by a small margin either. </p><p></p><p></p><p></p><p>Honestly it doesn't need to be the fighter. I think we would need to rebuild the class from the ground up to make it worthwhile or interesting. I'm completely fine with the legacy of the fighter being in 5e exactly what it was in 3e and 2e; A boring, repetitive, and simple class for newb players or grognarda who don't want to bother with tactical decisions or complexity. I'm fine with the fighter being the worst class when it comes to accomplishing tasks outside of combat. I merely want a martial warrior who is more representative of "fighters" from myth, legend, and fantasy. </p><p></p><p>Here are some possible ideas for non combat abilities for a mythic martial warrior (maybe in the form of special talents which are like warlock invocations but for martial warriors).</p><p></p><p>Larger than Life </p><p>You have proficiency with STR checks and your carrying capacity is doubled. You can also grapple or shove creatures as if you were one size larger. </p><p></p><p>Endurance</p><p>You have proficiency in Con checks and you recover 1 level of exhaustion whenever you complete a short rest. </p><p></p><p>Strength of Legends</p><p>You gain expertise is Athletics checks and your carrying capacity is doubled (yes, 2 doubles quadruples your carrying capacity).</p><p></p><p>Mighty Leap</p><p>Double the distance of any jump you make. </p><p></p><p>Leap of the Clouds</p><p>Your high jump distance is equal to your long jump distance.</p><p></p><p>Peerless Athletics</p><p>You gain a climb speed and a swim speed equal to your speed.</p><p></p><p>Demolisher</p><p>You have advantage on STR checks to break objects and your melee attacks deal double damage to objects and structures. </p><p></p><p>Mark of Prestige</p><p>You gain a mark of prestige (as detailed in the DMG).</p><p></p><p>Hero's Charm</p><p>You have advantage on Charisma (Persuasion) checks. When you successfully persuade a non-hostile creature, that creature is Charmed by you for 1 hour. While charmed, it treats you as a friend. The effect ends if you or one of your allies act in a hostile manner towards your new "friend".</p><p></p><p>Villain's Menace</p><p>You have advantage on Charisma (Intimidation) checks. When you successfully intimidate a creature, that creature is frightened by you for 1 minute. The frightened creature can make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) at the end of each of its turns to end this effect.</p></blockquote><p></p>
[QUOTE="Ashkelon, post: 6667791, member: 6774887"] The problem is the fighter isn't better than single target damage than everyone else. And he definitely isn't better at "combat". But he is dead last when it comes to usefulness outside of combat. That is fine, I guess. But the rogue can be just as good at single target damage, while also providing tons of non combat utility so clearly being good at combat doesn't have to come at the expense of non combat capability. With a name like fighter, they probably should shine brightest in battle. But that doesn't mean they shouldn't also be moderately capable outside of combat. I'm not saying they should be great everything. I'm not saying they should even be great at many things. But they are literally the worst class outside of combat. And not by a small margin either. Honestly it doesn't need to be the fighter. I think we would need to rebuild the class from the ground up to make it worthwhile or interesting. I'm completely fine with the legacy of the fighter being in 5e exactly what it was in 3e and 2e; A boring, repetitive, and simple class for newb players or grognarda who don't want to bother with tactical decisions or complexity. I'm fine with the fighter being the worst class when it comes to accomplishing tasks outside of combat. I merely want a martial warrior who is more representative of "fighters" from myth, legend, and fantasy. Here are some possible ideas for non combat abilities for a mythic martial warrior (maybe in the form of special talents which are like warlock invocations but for martial warriors). Larger than Life You have proficiency with STR checks and your carrying capacity is doubled. You can also grapple or shove creatures as if you were one size larger. Endurance You have proficiency in Con checks and you recover 1 level of exhaustion whenever you complete a short rest. Strength of Legends You gain expertise is Athletics checks and your carrying capacity is doubled (yes, 2 doubles quadruples your carrying capacity). Mighty Leap Double the distance of any jump you make. Leap of the Clouds Your high jump distance is equal to your long jump distance. Peerless Athletics You gain a climb speed and a swim speed equal to your speed. Demolisher You have advantage on STR checks to break objects and your melee attacks deal double damage to objects and structures. Mark of Prestige You gain a mark of prestige (as detailed in the DMG). Hero's Charm You have advantage on Charisma (Persuasion) checks. When you successfully persuade a non-hostile creature, that creature is Charmed by you for 1 hour. While charmed, it treats you as a friend. The effect ends if you or one of your allies act in a hostile manner towards your new "friend". Villain's Menace You have advantage on Charisma (Intimidation) checks. When you successfully intimidate a creature, that creature is frightened by you for 1 minute. The frightened creature can make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) at the end of each of its turns to end this effect. [/QUOTE]
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