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Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
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<blockquote data-quote="Dualazi" data-source="post: 7704641" data-attributes="member: 6855537"><p>Well well well, it’s finally here. I’ll admit this is one that I was really looking forward to, to see how they’d handle expanding one of the classes I’ve been most critical of. There’re some clear hits and misses here, so I hope feedback can craft this group into a winner. Now, on to my own subjective opinions.</p><p></p><p><strong>Arcane Archer</strong></p><p></p><p>This is one of the ones I have more problems with than not. First off, why does this only apply to bows, and not crossbows? Given that this is the one fighter variant that didn’t get rapid strike, you can’t even really argue it’s about speed of fire.</p><p></p><p>Second, create magic arrow is strictly inferior to Steady Aim, covered later. It has fewer uses, worse damage potential, and doesn’t help with cover. Its one saving grace is the force damage, but I don’t know that this is enough to save it. </p><p></p><p>Archer’s lore joins a cadre of other skill bonuses the various paths get, and I like that. It’s a nice bone to throw to other pillars of play. Conjure arrows should really just get tacked on to the 3rd level stuff, there’s no way this merits a path bonus.</p><p></p><p>Ever ready arrow is…bad. It really just means you get an extra 2d6/4d6 at least once per combat, and that’s nothing to write home about.</p><p></p><p>Deadly Arrow – now you get at least 4d6 once per combat! Yay! Still bad.</p><p></p><p>Arcane Shots is just maddening. Out of all the options they could have used here, why are so many of them more-or-less tank options? Beguiling, Brute Bane, and Defending are all defender focused options on a character obviously not built for it. Bursting is low, non-scaling AoE in a small area. Seeking is tried and true but questionably useful. Piercing is good, and shadow seems super abusable with some rogue levels.</p><p></p><p><strong>Knight</strong></p><p></p><p>This one is better, though I don’t like how it can’t decide if it wants to be a genuine tank or a mount specialist. Maybe they couldn’t find enough different abilities for each?</p><p></p><p>Born to Saddle: Nice usability bonuses, but nothing game changing and nothing that makes you reliably feel different about being a mount user. I can only imagine most people who like using mounts enter combat on them and/or take the mounted combat feat.</p><p></p><p>Implacable Mark: Great stuff here, glad to see the marking mechanic make a return. Having a limitation on the number of uses for reaction attacks is aggravating though, since its activation is out of the fighter’s hands. </p><p></p><p>Noble Cavalry: The bonus skills are nice, though I would have like an addition buff to the mount in some way.</p><p></p><p>Hold the Line: the 4e defenders are back, baby. Good stuff here, and without the usage limits of the Mark retribution.</p><p></p><p>Rapid strike: Good, but doesn’t belong. It makes sense on Samurai/Sharpshooter, but this subclass reaaaally needs more on the mounted front. Seriously, all it gets is the mounting speed bonus and skills tertiary to being a classic noble. </p><p></p><p>Defenders blade: Even more good tank stuff, with additional defenses on top. I like it, adds definition to the class without requiring anything new really, and it’s thematically fitting.</p><p></p><p>Overall, I really like the knight. If they drop the mounted stuff and change rapid strike it could go from 4/5 to 5/5.</p><p></p><p><strong>Samurai</strong></p><p></p><p>Pretty strong overall, I dislike Fighting Spirit quite a bit, both thematically and mechanically. Everything else is workable.</p><p></p><p>Fighting Spirit: My first question is, are other fighters somehow lacking in fighting spirit? These bonuses are really strong, but they’re also pretty bland and don’t really fit with the classic romantic vision of a Samurai. I’m honestly surprised they didn’t go the route of say, Iaijatsu, which would be better, if not original.</p><p></p><p>Elegant Courtier: I like this one. It helps less common fighter stats be useful and still expands OoC options.</p><p></p><p>Unbreakable Will: Great design here, fitting with the discipline Samurai are famous for while being strong and simple.</p><p></p><p>Rapid Strike: Boring but strong, as usual. I have a sneaking suspicion Samurai the origin for Rapid Strike due to synergy with Fighting Spirit.</p><p></p><p>Strength Before Death: Pretty awesome. Would be broken if not for the long rest requirement, but as it is it’s a pretty sweet last stand ability.</p><p></p><p><strong>Sharpshooter</strong></p><p></p><p>I’m very pleased they released a non-magical counterpart to the Arcane Archer. That alone is worth celebrating, all the more so because this one is actually really good.</p><p></p><p>Steady Aim: The cover ignore is alright, but that damage amp is insane. With action surge you could be looking at 96 extra damage in a round at 20th level, and it’s pretty great at other junctures as well. Note that this doesn’t work with Rapid Strike, so maybe there’s an argument the sharpshooter should have something else at level 15.</p><p></p><p>Careful Eyes: Great. 2 strong skills and a new way to use them make this one a win.</p><p></p><p>Close Quarters Shooting: I dislike that this removes some of the thinking involved in a character (I only need one weapon now forever) but it’s really fitting and works well, so in the end it’s good.</p><p></p><p>Rapid strike: same as before.</p><p></p><p>Snap shot: Honestly the weakest part of the whole subclass. If you have advantage you could be doing this anyway with rapid strike 3 levels earlier, and even if you don’t, it boils down to one extra attack per combat. Tiny boost to alpha does not a level 18 feature make. Scrap it.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7704641, member: 6855537"] Well well well, it’s finally here. I’ll admit this is one that I was really looking forward to, to see how they’d handle expanding one of the classes I’ve been most critical of. There’re some clear hits and misses here, so I hope feedback can craft this group into a winner. Now, on to my own subjective opinions. [B]Arcane Archer[/B] This is one of the ones I have more problems with than not. First off, why does this only apply to bows, and not crossbows? Given that this is the one fighter variant that didn’t get rapid strike, you can’t even really argue it’s about speed of fire. Second, create magic arrow is strictly inferior to Steady Aim, covered later. It has fewer uses, worse damage potential, and doesn’t help with cover. Its one saving grace is the force damage, but I don’t know that this is enough to save it. Archer’s lore joins a cadre of other skill bonuses the various paths get, and I like that. It’s a nice bone to throw to other pillars of play. Conjure arrows should really just get tacked on to the 3rd level stuff, there’s no way this merits a path bonus. Ever ready arrow is…bad. It really just means you get an extra 2d6/4d6 at least once per combat, and that’s nothing to write home about. Deadly Arrow – now you get at least 4d6 once per combat! Yay! Still bad. Arcane Shots is just maddening. Out of all the options they could have used here, why are so many of them more-or-less tank options? Beguiling, Brute Bane, and Defending are all defender focused options on a character obviously not built for it. Bursting is low, non-scaling AoE in a small area. Seeking is tried and true but questionably useful. Piercing is good, and shadow seems super abusable with some rogue levels. [B]Knight[/B] This one is better, though I don’t like how it can’t decide if it wants to be a genuine tank or a mount specialist. Maybe they couldn’t find enough different abilities for each? Born to Saddle: Nice usability bonuses, but nothing game changing and nothing that makes you reliably feel different about being a mount user. I can only imagine most people who like using mounts enter combat on them and/or take the mounted combat feat. Implacable Mark: Great stuff here, glad to see the marking mechanic make a return. Having a limitation on the number of uses for reaction attacks is aggravating though, since its activation is out of the fighter’s hands. Noble Cavalry: The bonus skills are nice, though I would have like an addition buff to the mount in some way. Hold the Line: the 4e defenders are back, baby. Good stuff here, and without the usage limits of the Mark retribution. Rapid strike: Good, but doesn’t belong. It makes sense on Samurai/Sharpshooter, but this subclass reaaaally needs more on the mounted front. Seriously, all it gets is the mounting speed bonus and skills tertiary to being a classic noble. Defenders blade: Even more good tank stuff, with additional defenses on top. I like it, adds definition to the class without requiring anything new really, and it’s thematically fitting. Overall, I really like the knight. If they drop the mounted stuff and change rapid strike it could go from 4/5 to 5/5. [B]Samurai[/B] Pretty strong overall, I dislike Fighting Spirit quite a bit, both thematically and mechanically. Everything else is workable. Fighting Spirit: My first question is, are other fighters somehow lacking in fighting spirit? These bonuses are really strong, but they’re also pretty bland and don’t really fit with the classic romantic vision of a Samurai. I’m honestly surprised they didn’t go the route of say, Iaijatsu, which would be better, if not original. Elegant Courtier: I like this one. It helps less common fighter stats be useful and still expands OoC options. Unbreakable Will: Great design here, fitting with the discipline Samurai are famous for while being strong and simple. Rapid Strike: Boring but strong, as usual. I have a sneaking suspicion Samurai the origin for Rapid Strike due to synergy with Fighting Spirit. Strength Before Death: Pretty awesome. Would be broken if not for the long rest requirement, but as it is it’s a pretty sweet last stand ability. [B]Sharpshooter[/B] I’m very pleased they released a non-magical counterpart to the Arcane Archer. That alone is worth celebrating, all the more so because this one is actually really good. Steady Aim: The cover ignore is alright, but that damage amp is insane. With action surge you could be looking at 96 extra damage in a round at 20th level, and it’s pretty great at other junctures as well. Note that this doesn’t work with Rapid Strike, so maybe there’s an argument the sharpshooter should have something else at level 15. Careful Eyes: Great. 2 strong skills and a new way to use them make this one a win. Close Quarters Shooting: I dislike that this removes some of the thinking involved in a character (I only need one weapon now forever) but it’s really fitting and works well, so in the end it’s good. Rapid strike: same as before. Snap shot: Honestly the weakest part of the whole subclass. If you have advantage you could be doing this anyway with rapid strike 3 levels earlier, and even if you don’t, it boils down to one extra attack per combat. Tiny boost to alpha does not a level 18 feature make. Scrap it. [/QUOTE]
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