Protection does stand out as more nearly interesting or dynamic, that way (in theory, in practice, I've not seen player's get too excited about it).@Tony Vargas That would certainly work. But I think I'm starting to lean towards not using reactions for this Fighting Style. Each fighting style seems to focus on providing a passive bonus in some way. Dueling give +2 to damage, GWF gives rerolls on 1 or 2, Archery is a flat +2 to attack... none of them seem to require any additional effort from the player outside making attacks.
Yep. It doesn't scale, but it stays equally useful as hit/damage &c scale around it. If you stop the same proportion of damage you'd otherwise take at high level, when that damage has scaled, a lot, that's like scaling.Likewise the Defense Fighting Style gives a flat +1 to AC. That one doesn't scale with level, but I'm thinking it probably doesn't need to. If bounded accuracy is maintained, it is always relevant and it actually does scale
You could just un-couple it from the Reaction. You impose disadvantage on the first attack against an adjacent ally after you take your turn, each round.On the other end of the spectrum, forcing full disadvantage on attacks against allies within 5ft seems too powerful for a fighting style (even if limited to only one ally within 5ft), especially if we maintain that a Fighting Style ability should be passive and not require action economy expenditure aside from what a fighter is already going to do.
You could grant an adjacent ally a point or few of resistance?-Protection should have a passive bonus to an action a fighter would naturally take during combat, even if they did not have the fighting style
-Should not require action economy to activate aside what a fighter will already be doing (thus should not require a reaction or other type of action to activate)
-Should likely scale based on number of attacks directed at a target, rather than number of attacks the fighter can make
A party with only one frontliner is still not going to be a party with only one character being attacked in melee, not unless there's a stunning quantity of 5' wide corridors & doorways in their future.This means it will be more effective in parties with other frontline fighters, but significantly less effective if you are the only frontline fighter.
A party with only one frontliner is still not going to be a party with only one character being attacked in melee, not unless there's a stunning quantity of 5' wide corridors & doorways in their future.![]()
The way disadvantage works, the closer the enemy is to hitting the ally you protect 50/50, the bigger the benefit. So super-squishy allies that are even easier to hit than that, and super-tanky fellow-front-liners who are much harder to hit, actually benefit less from it. Of course, how easy your ally is to hit depends a lot on who's hitting them. If you go in against swarms of lower-CR baddied, it'll hardly matter (disadvantage on 1 attack per round), if you often face a single higher-CR foe, it might matter more with a tanky ally.
Conversely, a flat, even if small, bonus to an adjacent ally all the time will generally matter about the same. It'll just be less dynamic, so less interesting to some players.
Sure, they're fairly juicy bonuses, and goose DPR, which is what always gets analyzed.A fair point. But then, Dueling and Archery provide flat bonuses and lots of people seem to be pretty happy with them.
I do belive Dnd4vr just started a thread about that. It's an interesting question.I guess it just boils down to play style. Do you want more dynamic or even active fighting styles (the question of a new thread that I'll definitely be watching), or do you prefer flat bonuses and passive abilities. Or should both be incorporated and let the players decide which play style they prefer?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.