D&D 5E Thoughts on Mearls' Comments on Fighter Subclasses Lacking Identity

Baloney :)

5e Fighters can heal their wounds with sheer force of will & at high levels can land 6-10 blows in 6 seconds wielding a great sword and plate armor!

What real world warrior are you using as your basis?

Ha, most of them? It works perfectly fine if you figure healing wounds is really just inherent toughness and not actually, you know, "healing". As for the hits and all that in plate - I dunno, I've seen some pretty crazy things people are capable of doing.

We have a guy in Victoria who, until he died a few years back, was known for the fact that back in the war he single-handedly took out several tanks in the second world war. He also scared off an entire company of Germans. That's a person that totally existed.

I get that the distinction is a bit weird. But it just seems to be how people unfairly compare the fighter to the real world, and then all other classes to mythical figures. This is an argument that's been going on for a LONG time (3es famous Quadratic wizards, linear fighters fiasco).
 

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Wik said:
This is an argument that's been going on for a LONG time (3es famous Quadratic wizards, linear fighters fiasco).
This actually isn't really related to QW;LFs, maybe very tangentially, but that's not the main point at all.

As for the hits and all that in plate - I dunno, I've seen some pretty crazy things people are capable of doing.
No doubt about it, people are capable of extraordinary things!

However, you're making a distinction that the D&D rogue is not bounded by semblance of reality in the same way as the D&D fighter.

Because Indiana Jones and spies.

That's the distinction that I'm am disputing. I maintain they are both fundamentally "non-magical/mundane" classes compared to most of the magic-wielding D&D classes.

Why is this relevant?

I posed the question: Is there something UNIQUE about Fighters that mandates their sub-class design to being strictly mechanical?

To which you answered (emphasis mine):

Wik said:
To put it briefly - fighters can exist in the real world. And when that happens, you can either go crazy trying to have a huge subset of rules to cater to every variation of reality (see Pathfinder), or you can just settle for a super broad write-up, and leave the fine-tuning for others.

We don't get this problem with the other classes because we accept that they don't exist in the real world, and so that they can follow the rules of the game. And the rules will have flavour attached to it, so we can accept that there are certain tones to diviners, for example. But if the game says "hey, all champions have x flavour", we can instantly think of alternatives.

I disagree with your assertion that rogues don't/couldn't exist in the real world, and also to a lesser extent berserkers.

If people accept your premise that fighters are UNIQUE, then it justifies the design decision to exclusively differentiate fighter sub-classes mechanically.

If people refute your premise (i.e. that fighters are NOT UNIQUE just like rogues), then it calls into question the design decision to differentiate fighter sub-classes mechanically, whereas rogue sub-classes are differentiated both thematically and mechanically.

Also, you set up a false dichotomy. The only options (according to you) are super broad fighter sub-classes or a vast multitude of fighter sub-classes to cater to every possibility.

Bollocks!

It's about sufficient coverage. Wizard with 8 sub-classes provides sufficient coverage for the various types of wizards. Why would you think the same couldn't be done with a fighter?
 
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You're very fun to disagree with. :)

This actually isn't really related to QW;LFs, maybe very tangentially, but that's not the main point at all.

Never said it was. Just came to mind as I was typing. And I think it kind of stands, but whatever.

However, you're making a distinction that the D&D rogue is not bounded by semblance of reality in the same way as the D&D fighter.

Because Indiana Jones and spies.

What I mean is, when people look at the rogue class throughout D&D history, they point out fictional characters first. When people talk about fighters, examples often come from the real world, or characters we believe are real. Hercules might get mentioned, but no doubt he's mentioned after historical soldiers, war heroes, and all that.

You know for a fact that there are a lot of arguments on this very site where people get all up in arms about "non-realistic" fighters capable of feats similar to Hercules, who don't give a damn about an equivalent-level wizard's capacity to nuke a small city. That is what I'm getting at.

Rogues rarely - if ever - enter that discussion. On this site, we tend to give them more leeway. I blame Indiana Jones for this. ;)

That's the distinction that I'm am disputing. I maintain they are both fundamentally "non-magical/mundane" classes compared to most of the magic-wielding D&D classes.

Why is this relevant?

I posed the question: Is there something UNIQUE about Fighters that mandates their sub-class design to being strictly mechanical?

And I think I've explained why I believe that situation is unique. I agree that rogues COULD exist in the real world, but I happen to believe that we seldom give them the same attachment to the real world that people give fighters. When we try to convert non-fighter people to the real world, we sometimes use rogues as the conversion class, and then say something like "well, obviously Cicero didn't have sneak attack....".

So then, if it's 3e we're using, we make liberal use of the aristocrat or expert classes.

If people accept your premise that fighters are UNIQUE, then it justifies the design decision to exclusively differentiate fighter sub-classes mechanically.

Fighters aren't unique. We DO sometimes treat the class as being unique, because we are much more able to make comparisons to the real-world with them. I just put forward a belief on why we treat them differently when it comes to subclasses . And that belief, if you'll recall, is that there are just so many examples of fighters that even trying to go down that rabbithole is a headache. I've seen pathfinder try it, and I personally didn't like it.

Keep the game broad, and you get better results. And the fighter is a great example of this, I believe.

If people refute your premise (i.e. that fighters are NOT UNIQUE just like rogues), then it calls into question the design decision to differentiate fighter sub-classes mechanically, whereas rogue sub-classes are differentiated both thematically and mechanically.

Sure! And you know what? I'm a bit unhappy with the rogue sub-classes for just that reason! I'd much rather have had an arcane rogue, and something like "acrobatic" rogue and "cunning" rogue, or who knows what. "Thief" and "Assassin" were far too flavourful for me. When I want to play rogue classes, I have to strip out the flavour and replace with my own.

Not a big problem, for sure, but one I wish wasn't there. I can't be the only guy out there who gets a bit squicky about playing an "assassin".

Also, you set up a false dichotomy. The only options (according to you) are super broad fighter sub-classes or a vast multitude of fighter sub-classes to cater to every possibility.

Those are the two big ones, yes. In my opinion, of course. At it's most basic level, do you want Pathfinder, or do you want BECMI? I choose the latter. I've done the former, and I'm tired of going through the SRDs to find a class option I can pick from to replace that Shield Slam ability I get at level X, because the character I want to build doesn't use a shield, and if I don't replace that power, I'll be underpowered and the other fighter in the group will outperform me.

Blech.

I'm sure there are different options. You can add a few subclasses. I've already said this upthread. But I'd vastly prefer general subclasses that can be flavoured multiple ways as opposed to specific flavours (like the rogue's assassin) that suggest a specific mindset and character type. That sort of thinking is much more imaginative to me than having the designers being creative and expecting you to just shut up and play. So, to reiterate, "mounted warrior" instead of "knight". "War Leader" instead of "Centurion". And so on.

Bollocks!

It's been a while since I've had a good bollocksing! And to that, I say, "Flim Flam!"

It's about sufficient coverage. Wizard with 8 sub-classes provides sufficient coverage for the various types of wizards. Why would you think the same couldn't be done with a fighter?

Well, it COULD be done with the fighter. I have no doubt that it could be. I'd just prefer they strip the flavour away. As for the wizard, I think the 8 subclasses was a design decision they got locked into. Either they move away from the established "specialists" of older editions, or they include all 8 specialists. They could've just done three or so, but you KNOW there would have been nerd rage over that. So they covered all 8 to keep some happy fans.

I doubt they had the page count to do 8 subclasses for each class, though, so they tried to keep things brief when able.

That's just a theory.

As an aside, my litmus test for classes in any game (and subclasses in 5e) goes like this: If I had a group of 5 players, and two players played the same class, would those players overlap in character? Even if their characters had similar mechanics, would they seem to be pigeonholed into similar personality types, or gameplay decisions?

None of the subclasses in 5e have that problem, I think, with the exception of the Necromancer and possibly the Wild Mage. I'd compare that to Earthdawn, where the character disciplines are so tight (and yet so specific, unlike BECMI) that it would seem like one swordmaster would be pretty similar to every other swordmaster.

I bring this up because ultimately, I don't think the number of subclasses really matter. They only really exist to give fun options and variations on a play experience. But all D&D classes (in all editions!) are ultimately broad enough that they don't much overlap in actual play.
 

You're very fun to disagree with. :)
Words I live by: "If you're going to passionately disagree, you should at least try to be entertaining" :)

What I mean is, when people look at the rogue class throughout D&D history, they point out fictional characters first. <snip>
Ah, I get you now. Bilbo, Gray Mouser, Gord, Shadowjack...yeah you have a point.

You know for a fact that there are a lot of arguments on this very site where people get all up in arms about "non-realistic" fighters capable of feats similar to Hercules, who don't give a damn about an equivalent-level wizard's capacity to nuke a small city. That is what I'm getting at.

Rogues rarely - if ever - enter that discussion. On this site, we tend to give them more leeway. I blame Indiana Jones for this. ;)

And I think I've explained why I believe that situation is unique. I agree that rogues COULD exist in the real world, but I happen to believe that we seldom give them the same attachment to the real world that people give fighters. When we try to convert non-fighter people to the real world, we sometimes use rogues as the conversion class, and then say something like "well, obviously Cicero didn't have sneak attack....".
Legacy-wise, I understand where this comes from. It still seems a curious double standard to hold fighters to a certain expectation of conforming to reality and then give rogues a "free pass." Er, it's not that it seems like a double standard, it IS a double standard.

Sure! And you know what? I'm a bit unhappy with the rogue sub-classes for just that reason! I'd much rather have had an arcane rogue, and something like "acrobatic" rogue and "cunning" rogue, or who knows what. "Thief" and "Assassin" were far too flavourful for me. When I want to play rogue classes, I have to strip out the flavour and replace with my own.
Hmm. Given that it's clear you like the game to intrude as little as possible into the story/setting flavor of your worlds, I'm surprised D&D is your go-to game. I'd have thought GURPS or something equally versatile and class-less would be more appealing. Is it a case of "the other players want to play D&D"?

I can't be the only guy out there who gets a bit squicky about playing an "assassin".
In a party of murder-hobos? Who would bat an eye? ;)

I'm sure there are different options. You can add a few subclasses. I've already said this upthread. But I'd vastly prefer general subclasses that can be flavoured multiple ways as opposed to specific flavours (like the rogue's assassin) that suggest a specific mindset and character type. That sort of thinking is much more imaginative to me than having the designers being creative and expecting you to just shut up and play. So, to reiterate, "mounted warrior" instead of "knight". "War Leader" instead of "Centurion". And so on.
So I imagine you don't like all rogues being given Thieves' Cant at 1st level then?

It's been a while since I've had a good bollocksing! And to that, I say, "Flim Flam!"
Well, when you put it like that, yes, yes that makes sense. Wait, did you say "flim flam"?

Well, it COULD be done with the fighter. I have no doubt that it could be. I'd just prefer they strip the flavour away. As for the wizard, I think the 8 subclasses was a design decision they got locked into. Either they move away from the established "specialists" of older editions, or they include all 8 specialists. They could've just done three or so, but you KNOW there would have been nerd rage over that. So they covered all 8 to keep some happy fans.
I'm curious. You want sub-classes with all or most flavour stripped away. How would you have done the wizard sub-classes? Would you have done sub-classes at all?
 

Rely I think the problem was that the "classic four" were designed separately due to the different way the fans and designers see the class.

Once they decided to give each each subclasses and put a goal in to reduce dead levels...

Wizards had Spells Schools traditionally.
Clerics had Domains traditionally.

Rogues were separated by their collection of skills. Manly groups of them: thief skills, stealth skills, acrobatics skills, charm skills. During part of the playtest, the rogue could choose between them and also choose between tricks. You had acrobats, scouts, assassins, rakes, thieves, tricksters, and treasure hunters. The issue that popped up was that rogues who didn't choose Sneak Attack or whatever the assassin hit like toddlers and couldn't kill anything. Those who picked defensive abilities had survivability that the offensive thieves and assassin dreamed of.
So they combined rogue subclasses or integrated them into the base class. Unfortunately this narrowed the themes in mechanics and flavorful. No acrobats, rakes, scouts, and treasure hunters. Everyone is a thief or an assassin. Mechanics killed flavor. Either thief flavored ice cream with acrobat sprinkles, assassin flavored with spy syrup, and magic flavored.

With fighters, it was just an extreme version of the rogue's issue. Like Mearls said, they were so focused on the mechanics the flavor suffered. In the fighter's case, the base subclass flavor went down to nothing and when to "make your own flavor" levels of the past. Vanilla, Fat free Vanilla, and Magic.
 

Words I live by: "If you're going to passionately disagree, you should at least try to be entertaining" :)

Yeah, I can get that.

Legacy-wise, I understand where this comes from. It still seems a curious double standard to hold fighters to a certain expectation of conforming to reality and then give rogues a "free pass." Er, it's not that it seems like a double standard, it IS a double standard.

No arguments here.

Hmm. Given that it's clear you like the game to intrude as little as possible into the story/setting flavor of your worlds, I'm surprised D&D is your go-to game. I'd have thought GURPS or something equally versatile and class-less would be more appealing. Is it a case of "the other players want to play D&D"?

Well, my favourite game is the d6 System, which is pretty class-less. And my favourite way to play D&D is with the generic classes system, so yeah, there's that. Until I decide that 5e is complete awesome, BECMI is my favourite edition. So, yeah, there's that, absolutely. As for GURPS... it's too rulesy, which is an instant put-off for me. 5e as it stands now strikes a pretty good balance between everything I want in a game, and everything my players want. But it's not perfect, not by a long shot.

In a party of murder-hobos? Who would bat an eye? ;)

Fair. But the words "assassin" strike up an entirely different connotation than, say, "sniper". Or "ambusher". Or "bandit". All of which could be considered to do similar things.

I'd rather have a class that has one player say "hey, I can use this to make Artemis Fowl!" and another player say "Hey, I can use this to make Waylander the Slayer!" and a third say "I can use this to make a version of Merlin from the Skystone series!". This is much better than the designers going "Ok, how can we make this class seem like Artemis Fowl?"

So I imagine you don't like all rogues being given Thieves' Cant at 1st level then?

I'm of two minds. I actually kind of like it, because it is flavourful and cool, and easy to ignore if you wanna go that way. But enough rogues have existed that have had cants that it actually kind of makes sense to me. But I see what you're getting at, and I'll cede the point.

Well, when you put it like that, yes, yes that makes sense. Wait, did you say "flim flam"?

And I'd do it again in a heartbeat, see.

I'm curious. You want sub-classes with all or most flavour stripped away. How would you have done the wizard sub-classes? Would you have done sub-classes at all?

I was working on my own heartbreak D&D before I knew about 5e. It was going to be a 3.5/BECMI cross. It had four classes, and "talents" that were open to any class. So you could be a fighter with druidic shapechange, for example. So, that's where my mind was for how to go forward with D&D. Generic classes with flavourful add-ons. Of course, this isn't entirely fair, because that was something I was writing for personal use, and not a game for a mass market.

But I generally like how 5e went, and yes, I like subclasses. There are a few I can do without, but really, that's D&D, and it's the way it shoudl be. It's not just a game for me, and that's a selling point.

As for wizards, if I were the D&D designer, I think the way they went was the ONLY way to go. I mean, the precise abilities could've been different, sure, but the idea of 8 subclasses tied to specific schools? Had to go that way.

Now, if I were designing a new RPG without any of the sacred cows of D&D thrown in the mix, yeah, I would've gone in a different direction, and gone with three or four subclasses for the wizard. It might be sacreligious, but I might've gone with the 4e model of "Orb mage, book mage, staff mage, wand mage" or something to that effect. Or go with the classical magical version of earth air fire water, or who knows what else?

In the end, I'm not against flavour. I just think flavour should be implied instead of spelled out. That way, five people can look at the same class and draw five different conclusions on what its flavour is, as opposed to a class that convinces most of those five players to come to a strong conclusion on what that class is.
 

What I don't want is pure class identification based on an ability. I don't want to be told I'm not a Knight unless I have ability X.

What Mearls should have done was have the Fighter class and then have the Ranger, Paladin, Barbarian, Eldritch Knight, and Battlemaster be the subclasses. If he wanted more flavour.

I totally agree with you. That's basically the warrior class group from 2e. In 5e, they isolated the fighter and then artificially separated it based on mechanical styles. It's clear to me that the the battle-master was an attempt to appease those who liked 4e martial types.
 

It's clear to me that the the battle-master was an attempt to appease those who liked 4e martial types.
'Appease' is really the wrong word, 4e fans weren't nerdraging against WotC, there was no sense of anger or threat needing to be appeased, that wasn't the spirit in which 5e was conceived. Inclusion was the idea of 5e, and the batttlemaster was clearly done an intent to include a very small fraction (about 2.4%, by number of maneuvers) of the 4e fighter & warlord options in 5e, and thus include 4e fans under the 5e umbrella.
 

I've had a problem with the fighter going back to the playtest. For myself, the problem would have been solved if fighters received their subclass at first level. In addition to background, we could have had training influence beyond style. It would have, for me, allowed little more needed differentiation at first level for a roman style legionnaire, a corsair, a viking, a non-raging/mystical tribal warrior whose people don't use armor or only light armor, a steppe nomad warrior, a peasant soldier with training only in light armor, etc beyond telling the player to ignore armor at first level or ditch armor later and act like the character never knew how to use it.

Now, the solution for me would be to use Khalis's light armored fighter alongside the standard fighter. And, given that the designers will not errata the class, it is the only solution that will work for me.
 

With fighters, it was just an extreme version of the rogue's issue. Like Mearls said, they were so focused on the mechanics the flavor suffered. In the fighter's case, the base subclass flavor went down to nothing and when to "make your own flavor" levels of the past. Vanilla, Fat free Vanilla, and Magic.

I find this...humorous, considering that all through the playtest, the byword was "flavor first, we can figure out the mechanics later" and "as long as it feels right, that's what matters, the mechanics are secondary." In fact, I believe it was explicitly said that flavor is hard, mechanics are easy...which didn't go over well with some parts of the fanbase.
 

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