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General Tabletop Discussion
*Dungeons & Dragons
The "more complex" fighter: What are you looking for?
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<blockquote data-quote="Imaro" data-source="post: 6806996" data-attributes="member: 48965"><p>You know one of the things I never/rarely see mentioned when discussing the breadth of options for the fighter is using equipment creatively... The player who had a fighter character (Battlemaster) in my last campaign used (on top of the BM maneuvers, regular combat options and options in the DMG)... equipment to supplement his combat options and increase his breadth (different damage types) and effectiveness... does no one else do this?</p><p></p><p>So let's take a look at the options available to a mid level BM fighter (8th level)... </p><p></p><p><strong>BM Maneuvers</strong>5 maneuvers (5 superiority dice)</p><p>Commander's Strike: Grant ally an attack </p><p>Disarming Attack: (Debuff) chance to disarm foe (possibly unnecessary if DMG options are in effect)</p><p>Distracting Strike: (Buff) Advantage on next attack against foe</p><p>Evasive Footwork: (Buff) Increase AC during movement</p><p>Feinting Attack: (Buff) Self buff for advantage</p><p>Goading Attack: (Debuff) Disadv on attacks with targets other than you</p><p>Lunging Attack: Increase reach by 5ft</p><p>Maneuvering Attack: Tactical movement of allies</p><p>Menacing Attack: Inflict fear condition</p><p>Parry: (Heal) Negate damage</p><p>Precision Attack: (Buff) Increase bonus to hit</p><p>Pushing Attack: Push target 15ft</p><p>Rally(Heal); Grant temp hp's to allies</p><p>Riposte: Extra attack on a miss by opponent</p><p>Sweeping Attack: Damage to extra foe</p><p>Trip Attack: Inflict Prone condition</p><p> </p><p><strong>PHB OPTIONS</strong> All available</p><p>Basic Attack (melee or ranged)</p><p>Dash</p><p>Disengage</p><p>Dodge</p><p>Help</p><p>Grapple</p><p>Shove (Bullrush)</p><p>Shove (Trip)</p><p></p><p><strong>EQUIPMENT OPTIONS</strong> All available</p><p>Acid: A vial of acid that can be used in melee or at range and does 2d6 acid damage.</p><p>Alchemist Fire: ranged weapon that does 1d4 damage every round and forces the target to use an action to try and extinguish it. (Combine this with oil for an extra 5 pnts of damage per round).</p><p>Ball Bearings: Covers 10ft square and forces any creature moving in the area to make DC 10 Dex save or fall prone</p><p>Caltrops: Covers a 5ft area that forces any creature entering the area to move at half speed or succeed on DC 15 Dex save or stop moving and take 1 pnt of damage. Speed permanently reduced by 10ft until healed of at least 1 point of damage...</p><p>Holy Water: 2d6 radiant damage to fiends and undead</p><p>Poison, Basic: +1d4 poison damage on attack for up to 1 minute.</p><p></p><p>NOTE: This is actually how I would prefer a more "complex" fighter to be done... through equipment that gives him more options inside and outside of combat.</p><p></p><p><strong>DMG OPTIONS</strong> All Available</p><p>Climb Onto Bigger Creature</p><p>Disarm</p><p>Flank</p><p>Mark</p><p>Overrun</p><p>Shove (Aside)</p><p>Tumble</p><p></p><p>So 5 maneuvers + 8 PHB combat options + 6 equipment options + 7 DMG options... 26 options to choose from </p><p></p><p>This list doesn't include feats but I'm seeing a multitude of options for the fighter (and I may have missed some)... so I have to ask... are these just not the options people want? If so, again like the OP asked... what are you looking for specifically? If not is there another issue? Do people not use the generic combat options open to fighters? If so why not? Or is there some other issue?</p></blockquote><p></p>
[QUOTE="Imaro, post: 6806996, member: 48965"] You know one of the things I never/rarely see mentioned when discussing the breadth of options for the fighter is using equipment creatively... The player who had a fighter character (Battlemaster) in my last campaign used (on top of the BM maneuvers, regular combat options and options in the DMG)... equipment to supplement his combat options and increase his breadth (different damage types) and effectiveness... does no one else do this? So let's take a look at the options available to a mid level BM fighter (8th level)... [B]BM Maneuvers[/B]5 maneuvers (5 superiority dice) Commander's Strike: Grant ally an attack Disarming Attack: (Debuff) chance to disarm foe (possibly unnecessary if DMG options are in effect) Distracting Strike: (Buff) Advantage on next attack against foe Evasive Footwork: (Buff) Increase AC during movement Feinting Attack: (Buff) Self buff for advantage Goading Attack: (Debuff) Disadv on attacks with targets other than you Lunging Attack: Increase reach by 5ft Maneuvering Attack: Tactical movement of allies Menacing Attack: Inflict fear condition Parry: (Heal) Negate damage Precision Attack: (Buff) Increase bonus to hit Pushing Attack: Push target 15ft Rally(Heal); Grant temp hp's to allies Riposte: Extra attack on a miss by opponent Sweeping Attack: Damage to extra foe Trip Attack: Inflict Prone condition [B]PHB OPTIONS[/B] All available Basic Attack (melee or ranged) Dash Disengage Dodge Help Grapple Shove (Bullrush) Shove (Trip) [B]EQUIPMENT OPTIONS[/B] All available Acid: A vial of acid that can be used in melee or at range and does 2d6 acid damage. Alchemist Fire: ranged weapon that does 1d4 damage every round and forces the target to use an action to try and extinguish it. (Combine this with oil for an extra 5 pnts of damage per round). Ball Bearings: Covers 10ft square and forces any creature moving in the area to make DC 10 Dex save or fall prone Caltrops: Covers a 5ft area that forces any creature entering the area to move at half speed or succeed on DC 15 Dex save or stop moving and take 1 pnt of damage. Speed permanently reduced by 10ft until healed of at least 1 point of damage... Holy Water: 2d6 radiant damage to fiends and undead Poison, Basic: +1d4 poison damage on attack for up to 1 minute. NOTE: This is actually how I would prefer a more "complex" fighter to be done... through equipment that gives him more options inside and outside of combat. [B]DMG OPTIONS[/B] All Available Climb Onto Bigger Creature Disarm Flank Mark Overrun Shove (Aside) Tumble So 5 maneuvers + 8 PHB combat options + 6 equipment options + 7 DMG options... 26 options to choose from This list doesn't include feats but I'm seeing a multitude of options for the fighter (and I may have missed some)... so I have to ask... are these just not the options people want? If so, again like the OP asked... what are you looking for specifically? If not is there another issue? Do people not use the generic combat options open to fighters? If so why not? Or is there some other issue? [/QUOTE]
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The "more complex" fighter: What are you looking for?
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